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Phunologij 

A Collection of Tried and 

Proped Plans for Plaq, 

Fellou?ship, and Profit 



FOR THE USE OF 

Epiporth Leagues, Sundaq 
School Classes, and Other 
IJoung People's Societies 

Prepared and Compiled 
By E. O, HARBIN 

Superintendentof the Third Department, 
Central Office, Epworth League, Meth- 
odist Episcopal Church, South 



Smith fit Lamar, Agents 

Department of Sundaij School Supplies 

Publishing House of the HI. E. Church, South 

Uashville, Tenn. Dallas, Tex, Richmond, Ua. 






m 



C '11 " 



Copi^right, 1920, big 

Smith &. Lamar, Agents 

810 Broadujay, llashuiUe, Tenn. 



AUG 23 1920 

©CI.A597109 



i ?a- 



ACKNOWLEDGMENT. 

The one idea in issuing this book is to put in the hands of 
literary and social committees sufficient and suitable material 
to help them in putting on a clean, attractive program of social 
activities for the young people of our Churches and communities. 
To this end we have gleaned ideas from every source available. 

We make grateful acknowledgment of the many valuable sug- 
gestions made by Epworth Leaguers who sent in prize social 
material. 

Especially do we want to express appreciation of the many 
helpful and valuable suggestions made by Miss Helen K. Boul- 
ware, Junior League Secretary of the Methodist Episcopal 
Church, South. E. O. H. 

(3) 



CONTENTS. 

Page. 
Introduction 7 

How TO Conduct a Successful Social 9 

PART I. MONTHLY PROGRAMS. 
Chaptkr. 

I. January Programs 13 

II. February Programs 23 

III, March Programs 41 

IV. April Programs 51 

V. May Programs 62 

VI. June Programs 67 

VII. July Programs 71 

VIII. August Programs 76 

IX. September Programs 80 

X. October Programs 86 

XI. November Programs 96 

XII. December Programs 101 

PART II. CLASSIFIED PLANS FOR VARIOUS SORTS OF 

ENTERTAINMENTS. 

XIII. Socials 107 

XIV. Prize Socials , 145 

XV. Games Arranged from A to Z 169 

XVI. Assembly Stunts 200 

XVII. Miscellaneous Stunts 220 

XVIII. Relays 237 

XIX. Get-Acquainted Stunts and Games 243 

XX. City Union Socials, Including Pageants 250 

XXL Ba^quet^ 262 

XXII. Plays, Cantatas, and Operettas 269 

XXIII. Epworth League Songs 278 

Bibliography 302 

(5) 



INTRODUCTION. 

Christianity means fellowship. "Our fellowship is with the 
Father and with his Son Jesus Christ," says St. John. He 
further afRrms: "We have fellowship one with another." John 
Wesley declared: "The Bible knows nothing of a solitary re- 
ligion." It follows that the greater the number of points of 
common interest, the more complete the fellowship among Chris- 
tians. The basic fact of Christian experience is the foundation 
of the brotherhood of disciples of Jesus, but upon that founda- 
tion we build in conformity with the demands of our nature with 
its instincts, its intellectual needs, its moral sentiments and 
spiritual aspirations. Christian fellowship is not complete apart 
from the exercise of the larger social affections of the soul. 

It is to provide for the spiritual needs of young Christians 
that this book has been prepared. Enhancement of fellowship 
by means of play, intellectual activities, social interest, and 
works of mercy and help is a truly Christian objective. The 
objection that play Is incompatible with the best spiritual de- 
velopment cannot now be raised; at a time when it seemed valid 
it was unsafe. If the Church occupy only a negative attitude 
toward the normal craving of young people for entertainment, 
she will either injure and diminish all their spiritual powers by 
repression or she will drive. them to seeking a right satisfaction 
in a wrong way; she will drive her children from their homes 
into commercialized and worldly amusements, thus subjecting 
them to temptations they ought not to have to bear. 

It should be a part of the program of every Epworth League, 
Sunday school class, and other Christian young people's organi- 
zation to provide a larger fellowship, under the sanctions and 
safeguards of the Church, by means of wholesome recreation, 
literary study, and good work. That this is not always done 
is due largely to lack of material, not to lack of appreciation of 
the need. In preparing the matter for the following pages Mr. 
Harbin has met the need for many thousands of young people's 
organizations. He has not done his work from the standpoint of 
a theorist, but from that of a successful practical worker who has 
specialized in his subject and knows exactly what Is valuable and 
available for his purpose. 

Thd arrangement of the plans given will bo found one of the 

(7) 



8 PHUNOLOGY. 

convenient features of the book. By chapters entertainments of 
different kinds are grouped, and a chapter of calendar events 
will enable a committee to find at once and provide for each an- 
niversary as the weeks and months tell their tale of the years. 
A bibliography makes material for further study easily found 
and indicates sources. 

It Is barely possible that a word of defense for the dramatic 
suggestions may be in order. The well-grounded opposition of 
the Church to the modern stage should not blind us to the nor- 
mality of the dramatic instinct. The mental life of the child 
is largely "make-believe," and the drama in race development 
emerges in the form of pantomime before there is a literature. 
A place must be found in our Christian culture for the expres- 
sion of the dramatic impulse. In fact, parts of the Bible are 
highly dramatic. In making available a number of playlets of 
unexceptionable character and Bible dramas Mr. Harbin has cer- 
tainly made a contribution to our social and intellectual life. 

Fitzgerald S. Pabkeb, 
General Secretary of the Epworth League of the Methodist Epis- 

copal Church, South. 

Nashville, Tbnn., March, 1920. 



HOW TO CONDUCT A SUCCESSFUL SOCIAL. 

The first step toward conducting successful socials is to realize 
the importance of having them. 

Young people will seek to satisfy the social instinct. It Is 
God-implanted. "Nothing lives to itself. The Insects move in 
swarms, the birds of the air in flocks, and the beasts of the field 
fraternize." If the Church does not provide for this God-im- 
planted instinct, young people will seek outside the Church for 
social life. 

It is the business of the Church to provide for and direct the 
social life of Its young people. The Church begins to lose its 
grip on its young people when it fails to appeal to the full- 
rounded life. The Epworth League foursquare idea, as repre- 
sented in its four departments, makes such an appeal. Religion 
is for the whole life. Christ is interested in my play as well as 
my work. 

After a vision of the need, there are four essentials for the 
conducting of a successful social. 

The first Is work. "Success," says some one, "is like a nugget. 
You've got to dig for it. The richest gold mine doesn't waft 
the nuggets to you on the balmy breezes." If you want to put on 
a successful program of social activities, you've got to dig. It 
means plan, plan, plan, and work, work, work. No easiest-way 
method succeeds. No "programmy" socials go. No sameness 
goes. You keep them guessing as to what is coming. If you do 
this, you are bound to work. 

The second essential is organization. A Social Committee 
chairman can't do the job nearly so well alone. The Third De- 
partment Superintendent who doesn't work the Third Depart- 
ment Committee to the limit is making a big mistake. This 
committee ought to get together to discuss the plans for each so- 
cial. Definite responsibility for certain features of the social 
should then be delegated to different members of the committee. 
Refreshment, Introduction, Decoration, and other committees 
should be appointed for each social. Work out all these details 
in your committee meeting. 

The third essential Is the research habit, coupled with re- 
sourcefulness. To be successful, to keep your young people on 
the qui Vive, to make the next social an occasion to which they 

(9) 



10 PUUJSUL^UijrY. 

lo-ok forward with keen interest, you've got to collect ideas from 
every source available. Magazines like the Ladies^ Home Jour- 
nal, the Woman's Home Companion, and others; religious peri- 
odicals like the Epworth Era; books on socials — all these must 
be made to pay tribute to your program of social activities. 
Every Social Committee ought to catch cUpitis and then fill a 
scrapbook full of plans for socials, games, stunts, etc., arranging 
them all in systematic order. 

However, no matter how good the ideas yoxi gather In this 
manner may be, you have to adapt them to your particular 
group and conditions. There's where you need resourcefulness, 
and again there's where your committee becomes a necessity. 

The fourth essential is kick. Kick is synonymous with pep, 
punch, enthusiasm, or whatever you choose to call it. It indi- 
cates that there is no drag. So thoroughly have things been 
planned that without hitch or hindrance, without any of those 
awkward pauses that feature some socials, everything moves 
along smoothly; everything fits into everything else, and every- 
body enters into the whole program with zest; no one is bored, 
no one is stiff, no one is neglected. 

Work, organization, research, kick — all spell work. You can't 
get away from it. There is absolutely no chance to get by with- 
out it. It's the one big item. 



PART I. 

MONTHLY PROGRAMS. 



(11) 



•^ 



CHAPTER I. 

JANUARY PROGRAMS. 



Season Social. 

A New Year's Jamboree. 

A Calendar Social. 

A Twelfth-Night Cake Party. 

Jumping the Candles. 

Writing Resolutions with Letters. 



SEASON SOCIAL. 

A season social would go well in January. Divide the com- 
pany into four groups, Winter, Summer, Autumn, and Spring, ac- 
cording to the month of birth of each one. Thus December, 
January, and February would form the winter group, and so on. 

Decorate booths or rooms appropriately as headquarters for the 
various groups. For instance. Winter could decorate in white 
or could use the red and green color scheme, with holly and 
cedar to help the appearance. Summer could use potted plants 
to advantage. Hanging birds or butterflies would also add to 
Its "summery" appearance. Autumn could decorate with autumn 
leaves, real or imitation, or it might use the Halloween idea, 
with jack-o'-lanterns, witches, black cats, and yellow and black 
crepe paper. Spring could achieve a Maypole table, using pink 
and white cr§pe paper streamers with small dolls at the outer 
edges of the table holding the streamers, or artificial daisies 
could be used In profusion. 

Let the groups now engage in contests of various sorts. Have 
each prepare some stunt or give a yell or sing a song. 

The following contests can be used: The Standing Broad Smile, 
the Baby Marathon, the Banana Feed, and the Cracker Relay, 
all of which appear elsewhere in this book. 

This social can be adapted to any time of the year if desired. 

Decorations and Refreshments. 

Decorations. 

Bummer. — Flags and national colors. 

Winter. — White color scheme. Sprinkle with diamond dust. 
Use a sleigh as a centerpiece. Touch off the white with a bit of 
holly and red. 

(13) 



14 PHVNOLOGY. 

Spring. — Green and white, with plenty of natural or artificial 
flowers. 

Autumn. — Brown and red, with autumn leaves and chrysanthe- 
mums. 

Refreshments. 

Summer. — Lemonade and cakes tied with red, white, and hlue 
ribbons. 

Winter. — Ice cream and frosted cake. 

Spring. — Lettuce sandwiches and olives. 

Autumn. — Fruit. 

A NEW YEAR'S JAMBOREE. 
Your invitation might read as follows: 

Jamboree! Oui! Oui! 

"In what month were you born? 
You needn't confess, 
But wear something that tells 
So that we may guess. 

At our New Year's Jamboree. 
To make yourself at home 

We want you to feel free 
Next Thursday night at eight 

Broad Street Epworth League, Sunday School Rooms, Thursday, 

January 1, 1920." 

Urge every one to come wearing something representative of 
the month of his birth. You might require those who disregard 
your request to pay a fine. 

January could wear a very small naked doll labeled "1920," 
or could come dressed as a snow man or snow girl. 

FeJ)ruary could wear a white dress covered with red paper 
hearts or wear a cherry or small toy hatchet on the lapel of the 
coat, or a miniature picture of Washington would do, 

March might wear a shamrock, a bit of green ribbon, or a toy 
clay pipe. A pair of bellows might be carried and used fre- 
quently to remind folks that in March the winds do blow. 

A2)ril could be arrayed in raincoat and carry an umbrella. A 
dunce cap or jester's cap and bells might be used. A piece of 
foolscap paper worn on the dress might keep them guessing. 

May could wear a rose tied to a small American flag, in(Jipat4ng 
Decoration Day, or a crown on the head and chains of Itowers 






PHUNOLOGY. 15 

hung about the neck would indicate that the "May Queen" was 
in attendance. 

June could come as a bride or in cap and gown as a sweet girl 
graduate. A rose worn in the lapel of the coat or in the hair 
or a corsage bouquet of roses would indicate the month of roses. 

July might shine forth in patriotic colors. A Columbia cos- 
tume would be fitting. An American flag could be worn. Some 
clever boy might make up as an animate firecracker. A large 
cylindrical hatbox, or two of them put together, covered with 
red paper, a piece of rope glued to the top for a fuse, eyeholes 
cut out so that the "firecracker" might see where to walk, the 
whole thing slipped over the head and shoulders of the boy, and 
the thing is done. 

August could come as a girl or boy in summer attire carrying 
a tennis racket. Or some one might think of it as the month of 
Tennyson's birth and come with a copy of "Sweet and Low" or 
"In Memoriam" pinned on him. King Arthur and his Knights of 
the Round Table might also think of coming to the party. 

September could come arrayed in overalls or wear a toy spade, 
indicative of Labor Day. Schoolbooks would indicate it as the 
month school begins. 

October could wear some Halloween novelty — witch, pumpkin 
head, black cat, etc. A dress covered with autumn leaves (these 
could be made out of paper if the real leaves are not available) 
would do very well. "The one-hundred-per-cent American" pinned 
on the lapel of the coat might remind some one that this is the 
month of Theodore Roosevelt's birth. 

November would be easy. A picture of a turkey, a miniature 
football worn on the dress or coat, a Camp Fire girl carrying a 
basket of fruit, a football player — any of these would do. 

December could wear a sprig of holly or a picture of Santa 
Claus. Some one might come dressed as Santa. A clever cos- 
tume of red and green with trimmings of holly might be con- 
ceived. 

These and many more ingenious ways to represent the month 
of their birth will be thought of by the young people. 

The first thing on the program would be the guessing of the 
birth month of each one present. The names and months should 
be written on a sheet of paper by each guest. A souvenir calen- 
dar is 'given to the person giving the most correct answers. 

Noji the crowd indulges in stunts for each month of the year. 



16 PHVNOLOGY. 

Snowball Battle. . 

For January a snowball battle could be staged. The crowd 
would be divided into two sides. A ball of cotton batting is 
given to the leader of each side. The idea is to throw this ball 
through a suspended holly wreath. Each player in turn has one 
try, a point being scored when the "snowball" goes through the 
wreath. Captains should line up their players and see that there 
is no delay in having the players take their turns. 

Heart Hunt. 

February announces a hunt for paper hearts, awarding some 
prize for the one who finds the most. 

Geand March. 

March will start a grand march about the room in which every- 
body takes part, the leader winding In and out, trotting or walk- 
ing as the mood may strike him, finishing by winding the party 
about in a spiral march, reversing his direction when he reaches 
the center and unwinding the spiral as the grand climax. 

Peanut Hunt. 

April announces a peanut hunt; and after the crowd has 
scrambled about awhile in vain search, the leader informs them 
it is an "April fool." 

Spring Song. 

Some one could play Mendelssohn's "Spring Song" as a piano 
solo for May, or some rollicking ring game, such as "Farmers 
in the Dell," could be played for a few minutes. 

Dress the Bride. 

For June provide each one with a clothespin, some white 
crepe paper and string, and ask them to dress the bride. Allow 
five minutes for this. 

"Firecrackers." 

For July pass out "firecrackers" which are sticks of candy 
wrapped in red tissue paper with a string fuse at the top. 

"Jography." 

September might divide the guests into four groups accordjng 
to the seasons. Then conduct a rapid-fire geography quiz after 
this manner: The leader calls for the name of either a city, 



PHUN0L0G7. 17 

river, or mountain, and then announces the letter with which it 
must begin. For instance, the leader shouts "City — B." The 
Autumn group, perhaps, shouts "Boston" just before Spring gets 
out "Baltimore." Score one for Autumn. Ten calls will be 
enough. The group with the highest number of points could 
then be announced as winner. 

Fortunes. 

Have fortunes written on slips of paper. Place these in two 
boxes, one for boys and one for girls. Let each one draw a 
fortune. 

"A Yell-'Em-Up." 

For November ask each of the groups for September to get 
up an appropriate yell. Or the game of table football might be 
played, with representatives of the groups as contestants. This 
game is described in Chapter XI. 

"Eats" and Santa. 

For August let the refreshments be served picnic fashion, 
Santa Claus representing December superintending the distribu- 
tion of the "eats." ^ 

"Pep" Hint. "^ 

The person in charge of the program should see that every- 
thing is run off in rapid order. Have no delays or hitches. Wise 
planning will be required. To borrow a camp expression, you 
must "make it snappy." 



A CALENDAR SOCIAL. 

Invitations might be written on a card, with a page from a small 
calendar pad pasted in one corner. 

Stunts. 

As persons arrive have each write on a slip of paper his name 
and the month of his birth. No one Is to see what Is written 
except the committee in charge. This committee assorts the 
slips by months and then calls out names of persons In each 
group, asking them to get together and prepare a stunt repre- 
sentative of their month. Allow from fifteen minutes to a half 
hour for this. The rest of the crowd guesses the name of the 
month and shouts it out as soon as some one guesses correctly. 

January could stage a snowball fight with handkerchiefs or 
2 



18 rEUNOLOGY. 

have a scene in which the old year departs and the new year 
enters. 

February could celebrate a few birthdays— Washington, Lin- 
coln, or Longfellow, for instance. A burl^que on the cutting 
down of the cherry tree might be workea 3ut. A clever mock 
trial could be arranged in which Dan dlipid is arraigned for 
having wrought havoc in the local society.*? 

March folks could storm or march about. All of them could 
talk at once and incessantly. Surely somebody would guess that 
people so "windy" must represent March. 

April could have a cornet solo which continues after the cornet 
has been taken from the lips of the player, a concealed victrola 
furnishing the music. A violin solo may also be played in the 
same manner. 

May could put on a Maypole dance. 

June could have a wedding. 

July could celebrate the Fourth or could reproduce some patri- 
otic scene. 

August might have a picnic, playing some rousing games and 
sitting about on the floor and eating an imaginary picnic dinner. 

September could have opening day at school. 

October could pull off some Halloween pranks. It could make 
some local hits by having a fortune teller answer imaginary 
questions for some of those present. A ghost story might be 
told. 

November might stage an imaginary football game, lining up, 
calling signals, and pretending to run with the ball. Or the 
Novemberites could do a lot of "Rah-rah-ing," having a yell leader 
to direct them. Or they might have a mimic Thanksgiving 
feast, after which they might feign Thanksgiving stomach aches. 

December could be represented by the singing of "Silent 
Night, Holy Night" or other Christmas songs. Or it might be 
represented by children that are painfully good. 

Good Resolutions. 

Now each person is given paper and pencil and asked to write 
"Resolved" at the top. Underneath this each is t(> write six 
New-Year resolutions, serious or otherwise. If thftbrowd is 
large, three resolutions will be a plenty. These are collected, and 
some one reads them. The rest try to guess the authorship of 
each set of resolutions. 

Next the guests are asked to write a New-Year resolution for 



PHUNOLOGY. 19 

some one else In the crowd. As each of these is read, guesses 
are made as to the person for whom the resolution was written. 

Calendar Basket Ball. 

Now suspend twelve baskets, each with the name of a month 
on it. Provide twelve rubber balls, each with the name of a 
month printed on it in black. The trick is to see who can place 
the greatest number of balls in the right baskets. The score 
does not count if the ball does not go into the basket of the same 
name. Each person is allowed two throws with each ball. The 
baskets may be put on the floor in a row and the players be re- 
quired to toss from a line several feet away from the first basket, 
much after the fashion of the old game of "Soakey." Award a 
calendar as a prize to the most proficient player. 

Calendar Race. 

If another game is needed, you might try a calendar race. 
Have the crowd divided and lined up in two sides. Give the 
leader of each line a set of twelve cards on which are written 
the names of the months. These cards are mixed up before 
being given to the leaders. At the signal to go these leaders 
start the cards down their respective lines one at a time. The 
end player as he receives the cards puts them on the floor at his 
feet. When he has received all twelve cards and arranged them 
in proper order — January, February, March, etc. — he proceeds 
to pick them up and start them back down the line. The first 
side whose leader receives all twelve cards and arranges them 
properly on the floor wins the race. 

On the plate with the refreshments have a date to which Is 
fastened with a toothpick a card or piece of paper bearing this 
query: "Will you make a date to meet with the Epworth 
League Sunday evening at 6:30?" 



A TWELFTH-NIGHT CAKE PARTY. 

The 6th of January Is Twelfth-night, or Old Christmas. In 
the olden days the Yuletide festivities continued for a period of 
twelve days, which was the time supposed to be consumed by the 
three wise men in their journey to Bethlehem. Thus the season 
of gayety culminated on the evening of January 6, or Twelfth- 
night. In England and on the Continent it used to be the occasion 
for elaborate social functions. A ring was concealed in an Im- 



20 PHVNOLOGY. 

mense cake, and the guest obtaining it was made "king" or 
"queen." Every vestige of Christmas green was supposed to be 
taken down and burned. This was a peace offering to evil 
spirits and Insured good luck to the household. 

Cakes are to Twelfth-night what the tree is to Christmas. 
In London, so one writer tells us, on the night before this festi- 
val there are always crowds before the bakery shop windows to 
see the wonderful display of cakes of all sorts and sizes, some 
of them ornamented in all sorts of ingenious ways. With this 
in mind, a cake party is decidedly apropos. 

Ask each girl to come in costume representing a cake, cooky, 
or doughnut, and each boy to come attired as a baker. 

Each cake may come accompanied by a baker, or some sort 
of mixing game may be used after the crowd assembles, and thus 
each girl will get a baker for a partner. 

There are all sorts of possibilities in costume creations. 

A dress trimmed with a fringe of tiny sponges would repre- 
sent sponge cake. 

A dress of alternate brown and white ruffles and a chocolate 
drop cap, chocolate cake. 

A white dress adorned with little red devils and a little devil 
figure in the hair will represent devil cake. 

Cup cake could be represented by some one wearing a fringe 
of tin cups. 

Bride's cake, by a bridal costume. 

Marble cake, by one dressed in a gown with layers of white, 
pink, and brown. 

Angel food, by white costume with wings. 

Pictures of hens sewed on the dress could represent layer cake. 

Martha Washington cake, by some one in colonial costume. 

Oatmeal cake, by some one with Quaker oats signs sewed over 
the dress. 

RihJ)on cake, a white dress with spangles of ribbon. 

A Cake-Guessing Contest. 

1. The society woman's cake? Reception. 

2. The schoolgirl's? Composition. 

3. The profiteer's? Sugar. 

4. The parasite's? Sponge. 
6. The lazy man's? Loaf. 

6. The minister's? Scripture. 

7. The milliner's? Feather. 



PHUNOLOGY. 21 

8. The old lady's favorite? Tea. 

9. The milkman's? Cream. 

10. The sculptor's? Marble. 

11. William Jennings Bryan's favorite? Silver. 

12. Suitable for your lady love? Angel. 

13. A favorite with most girls? "Wedding. 

14. The politician's delight? Plum. 

15. The candidate for office? Election. 

16. The prize fighter's cake? Pound. 

17. The gossip's cake? Spice. 

18. The champion track team? Cup. 

19. The lover's cake? Kisses. 

20. The baby's cake? Pat-a-cake. 

21. The ball player's? Battercake. 

22. Those who indulge too freely in these? Stomach ache. 

An additional list of cakes that may be suggested for the cos- 
tumers might include pancake, battercake (young man In base- 
ball uniform and carrying a bat), fruit cake, orange cake, cooky, 
coffee, etc. 

A cake might be baked In which are hidden a bean, a pea, and 
a clove. The guest getting the bean becomes king, the one get- 
ting the pea becomes queen, and the one getting the clove be- 
comes court jester. Should these go to the wrong sex. The per- 
sons getting them may choose whom they will have to serve. 
Crowns should be provided for the king and queen and a jester's 
cap or dunce cap for the court jester. The game of "King and 
Queen" as described in the February chapter may be used. 

Let the king with appropriate ceremony decorate the winner 
in the cake contest with a pasteboard "medal," while the queen 
places a wreath of some sort on the champion's head. The court 
jester can perform the same sort of ceremony for the winner of 
the booby prize, pinning on the medal and then decorating the 
"boob" with a dunce cap. 

Hefreshments, cake and hot chocolate. 



JUMPING THE CANDLES. 

A stunt that could be tried at a New Year's social Is the old 
stunt of jumping the candles. Twelve lighted candles are placed 
upright on the floor, numbered from one to twelve. One at a 
time the players jump over them from side to side. The 
candle snuffed out in this manner indicates the month in which 



22 PBUNOLOGY. 

the person will marry. If no candle is snuffed out, it indicate! 
that th« person will not be married during the year. 



WRITING RESOLUTIONS WITH LETTERS. 

Give out a list of ten letters and have every one write a New 
Year's resolution, using the letters in the order in which they 
were given out. 



CHAPTER II. 

FEBRUARY PROGRAMS. 

A Leap Year Party. Heart Archery. 

A Heart Social. Valentine Game. 

A Cupid Party. Valentine Misses. 

Cupid's Post Office. Suggestions for "Eats." 

Initial Compliment. Cupid's Wheel of Fortune. 
Hearts and Mittens. 
Love Letters. 



Broken-Heart Puzzle. 



Blind Dart Famous Lovers' Pie. 

Valentine Bubbles. '^^ ^^^^^ Partners. 

Valentine Fishing. The Living Valentine. 

Valentine Quoits. Washington's Birthday Social. 

Short Essay. Additional Washington's Birth- 
Valentine Fishpond. day Suggestions. 



A LEAP YEAR PARTY. 

Every four years comes leap year, when February lays claim 
to twenty-nine days and the young ladies are privileged to "pop 
the question." A merry party could be arranged combining the 
leap year with your Valentine party. 

Your invitation, with place and date, might feature this bit 
of rhyme: 

"One year in four 

We girls adore, 

For this is leap year time. 

So watch your step; 

They'll get you yet 

As some one's valentine. 

Now get the date 

And don't be late. 

We want you to help us celebrate." 

In a crowd where all are well acquainted it would be lots of 
fun to have the girls go for the boys and escort them to the 
party. 

The girls should take the initiative in every way, helping the 

(23) 



24 PHUNOLOGT. 

men off with their coats, seeing that they are comfortably seated, 
holding doors open for them, and paying them all the little cour- 
tesies usually shown to ladies by well-bred gentlemen. 

Pulling Heartstrings. 

Suspend from the chandelier or in the doorway two large 
hearts made of red paper and hung several Inches apart. Make 
a hole in each, through which are run red strings of considerable 
length, the ends hanging down on either side. The men take 
hold of the strings on one side and the girls on the other, every- 
body being careful not to draw the strings taut. At the signal 
all pull their strings, the hearts are riven, and partners are 
found holding the ends of the same string. This gives the couples 
for the next game. 

Progressive Confab. 

Each person has been provided with ten small hearts cut out 
of red paper. They sit in a circle about the room in couples and 
are given a subject on which to converse for two minutes. The 
use of any personal pronoun in the conversation is barred. The 
person disobeying this rule must surrender one of the paper 
hearts to the person with whom he or she is conversing for each 
Infraction. At the end of the two- minutes each girl rises and 
moves to the next man, the men remaining seated. A new topic 
Is given out, and this is continued until a certain number of 
subjects have been discussed. Some subjects that may be used 
are: "Childhood Days," "School Days," "First Sweethearts," 
"Friendship," "Love," "Marriage," "Old Age," etc. 

Wink. 

Keeping the partners with whom they find themselves at the 
close of the Progressive Confab, the company can now indulge in 
the old game of "Wink," with the girls doing the winking. Each 
girl will step behind the chair of her partner. An odd player 
will have to be used to stand behind an empty chair. She winks 
at one of the men, and he must endeavor to elude his guard and 
go to the winker's chair. The girl guarding may not step from 
behind her chair, but must endeavor to hold him in the chair. 
The girl losing her partner becomes winker, and the game con^ 
tinues. 

Progressive Proposals. 

The men are provided with a number of small hands and mit- 
tens cut out of paper. It would help add to the merriment of 



PHVNOLOGY. 25 

the occasion if the men were provided also with fans behind 
which to hide their blushes. The girl does the proposing. When 
she is accepted, she is given a hand. If she is rejected, she "gets 
the mitten." At the tap of a bell each girl moves to the next 
man to try her luck once more. So it continues until each girl 
has made the rounds or, in case there is too large a crowd for 
this, until a certain time has elapsed. The girl who has collected 
the greatest number of hands in this time could be awarded 
some suitable prize. A consolation prize might also be given to 
the one with the greatest number of mittens. 

Two More Stunts. 

If other games are desired, why not give out to each man a 
little bit of tissue paper, a needle, some thread, and a peanut 
and have him dress up the peanut as a doll? 

Let each girl write a proposal of marriage to some real or 
fictitious character. These are collected by the leader and read, 
some award being made for the most clever proposal. 

Refreshments. 

Each girl has been instructed to bring an apron, and now the 
boys don these aprons and serve the refreshments without help 
from the girls, who wait to be served. A plentiful supply of 
heart-shaped cookies has been made by the girls during the week, 
and these and "Love Potion" are served. "Love Potion" is our 
old friend lemonade, with a few oranges, some grated pineapple, 
and a bit of grape juice added. This makes a delightful drink. 

Additional Subjects for Progressive Confab. 

Which does a man love best, his mother, his wife, or his sweet- 
heart? 

Which is the best way to a man's heart, through his eyes or 
his ears? 

Whose love is truest, a man's or a woman's? 

What are women's rights? 

What is your ideal man or woman? 

Some Other Valentine Games. 
Matrimony. 

Let the players see how many small words they can make out 
of the word "matrimony" in a given time, say ten minutes. 



26 PHUN0L0G7. 

King and Queen of Hearts. 

Select a girl and boy to act as King and Queen of HeartB. 
Have gilt paper crowns decorated, with red paper hearts for 
each. Improvise a throne and decorate it appropriately. The 
queen and king sit side by side. Subjects approach the throne 
one at a time, first a girl, then a boy, and so on. Each girl goes 
to the king and kneels before him. He whispers instructions in 
her ears, handing her a large red cardboard heart. Each boy 
kneels before the queen. Every one must do as bidden. For In- 
stance, the queen hands the heart to a boy, who starts the game 
by kneeling before her, and whispers: "Give this heart to the pret- 
tiest girl in the room." The boy makes his decision after more 
or less deliberation, hands the heart to some girl without a word 
of explanation, and takes his seat. The girl now reports to the 
king, kneels, and hands back the heart. He returns it with in- 
structions perhaps to give it to the boy who is "the best enter- 
tainer." Each must remember to whom he or she gave the heart 
and why, but is to tell no one until commanded to do so by the 
king and queen. At the close, when each one in the circle has 
had the heart at least once, the king instructs all the players to 
tell to whom they gave the heart and for what reason, beginning 
with the first player to report to the throne and then in order to 
the last person. It may have been for "the biggest feet" or "big- 
gest ears" or "most beautiful eyes" or "the one who would make 
the most ideal wife," etc. 

Heart Toss. 

Make two sets of heart-shaped rings of heavy wire, three to 
each set. Cover with ribbon or crepe paper. Wind one stake 
with gilt paper to represent Wealth, hearts ringing it counting 
five points. The second stake may be longer than the rest and 
have a laurel wreath at its base. Ringing it counts ten. It rep- 
resents Fame. Wind the third stake, which might be shaped like 
an arrow, with pink and have a circle of paper hearts above its 
base. This is Love, and ringing it counts twenty-five points. 
Each player gets a try with the three rings, and the first one to 
make 500 may be declared winner. Or you could chocAe sides 
and have the side totaling the highest number of points in one 
time around declared victor. In this case each side would be 
provided with a set of rings. 



PEUNOLOGY. 27 

A READING FOR A LEAP YEAR OR VALENTINE PARTY. 

Little Mary's Essay on Husbands. 

Husbands Is the people that your Mammas marry, and she 
always wishes she hadn't picked out the one she did, but I don't 
know why, 'cause Husbands all look alike to me. 

My Mamma says that husbands are like the things you buy 
on the Bargain Counters. They look just fine and grand, and you 
think you'll die if you don't get the one you got your eyes set 
on, and you fight other women for it, and after you get it and 
take it home with you and keep it awhile it looks like 30 cents, 
and you spend your life wondering what made you fool enough 
to want it. 

There used to be a lot of husbands, and it was as easy to go 
out and get one as it was to shoot a buffalo for breakfast, but 
every year they got fewer and fewer; and they don't roam the 
Plains any more, and soon there won't be any husbands or buf- 
faloes left 'cept those in captivity. 

My Mamma says that there's no other wild animal in the 
world as hard to tame as a husband, and then, even after you've 
had hobbles on one for four or five years, it's liable to break 
loose and jump over the fence. 

Husbands is very nice and polite to strange ladies, and they 
laugh themselves most to death when pretty slim young ladies 
tells funny stories; but when their wives are forty years old and 
have gotten fat, husbands is grouchy, and when their wives tells 
funny stories all they say is "Humph!" 

Husbands is strange creatures, but all the Young Ladies is 
trying to catch one, and all the Old Ladies that's got double 
chins that shake when they talk is a-trying to keep the ones 
they've got. 

There are two kinds of husbands, good husbands and bad hus- 
bands. Good husbands is one that gives his wife lots of money 
to spend and goes down town at 8 o'clock and don't come home 
till 6 o'clock. And a husband that's a mean old thing is one 
that makes his wife buy things on a bill so he can see how she 
spends the money, and goes snooping around the kitchen to see 
how thick the cook pares the potato peelings, and stays at home 
all day. 

A husband is a right useful animal to have around the house, 
'cause it pays the bills. 

I'm gona have a husband when I'm grown up. — Author un» 
Tcnovm. 



28 PHUNOLOOY. 

A HEART SOCIAL. 

Write invitations on heart-shaped cards on which may be writ- 
ten these words: "Have a heart and accept our Invitation to at- 
tent a Valentine heart social Monday, February 14, 8 p.m." 

Decorate with hearts cut out of red paper or cardboard. Make 
strings of these hearts and festoon the walls, drop from chande- 
lier, doorsill, etc. 

Mixing Game. 

Give out hearts that have been cut in two pieces, one piece 
being given to a girl and another to a boy. No two hearts should 
be cut just exactly alike. The cut may be straight, curved, saw- 
toothed, through the middle, off a corner, etc. Be sure to keep 
them in two piles, so they will match up properly. Have girls 
and boys match for partners. 

Heart Hunt. 

Now let the partners engage in a heart hunt. Have tiny red 
hearts, and a few gold ones perhaps, hidden about the room. Let 
the players hunt to some rollicking tune played on the piano. 
The pianist will stop playing for short intervals every now and 
then, and the hunters must retain whatever position they may 
be in when the music ceases until it starts again. If any gold 
hearts are used, they may count five points, the red ones count- 
ing one. The couple with the highest number of points at the 
close of the hunt may be given some sort of prize, such as a 
small heart-shaped box filled with candy. 

Heart-and-Dart Game. 

Make a large red heart out of cardboard. Paste on it eight 
or ten small white paper hearts. Number these. Write on the 
blackboard or post in a conspicuous place the meaning of each 
heart. For instance. No. 1 may mean "matrimonial success," 
No. 2 may mean "no chance," No. 3, "domestic warfare," etc. 
Players may be divided into sides and the score kept to deter- 
mine the winner. Each player gets one turn at throwing a dart 
at the big heart. Whichever small heart he hits records his 
score as well as his fortune. Darts may be easily made by using 
a feather, a cork, and a pin. A piece of paper crisscrossed in the 
cork makes a good substitute for the feather. 

Progressive Hearts. 

Now play progressive hearts, tally cards having been given 
each player. A set of cubes, six in number, is on each table. 



PHUNOLOGY. 29 

This game may be bought, or the cubes may be homemade. Get 
enough cubes of wood from some carpenter shop and mark the 
sides of each with the letters H-E-A-R-T-S. Each player In turn 
throws these out on the table. If an H turns up, it counts 5, 
H E counts 10, and so on. Of course if the thrower turns up two 
H's he is not entitled to 10, nor to 20 if he turns up two H E's. 
Five times around constitutes a game, and the boy and girl with 
the highest score at each table progress to the next table, having 
tally cards punched. All players must record their own scores 
for each game on the tally cards. If any player turns three H's, 
all the score made in that game previous to that throw is can- 
celed. At the close scores are totaled, and suitable prizes may be 
given to the boy and girl with the highest scores. 

Hot chocolate and heart-shaped cookies may be served for re- 
freshments. ^ 



CUPID PARTY. 

"A cupid party, 

A welcome hearty, 
A bunch of young folks gay. 

Won't that suffice? 

Now be real nice 
And Join us in our play. 

Broadway Epworth 

League, 

Feb. 14, 1916, 

8 P.M." 

The above invitation, written on white paper cut in heart shape, 
folded over note size, and sealed with a tiny red heart, was given 
out to all the young people of the Church. 

Cupid Search. 

Cut valentines (either fancy or comic, post card, etc.) Into two 
or three pieces. Hide the fragments about the room. The fun 
consists in seeing which two or three persons can soonest con- 
struct a complete valentine by searching out the players hold- 
ing matching pieces which they have found in the hurried scram- 
ble. If larger groups are desired, the valentines may be cut in 
the number of pieces necessary. These groups when formed may 
be asked to put on stunts or may engage in various contests, 



30 



PEUNOLOGY. 



Cupid Pie. 

Each player is now given a piece of paper shaped like a pie 
cut, on which are written a number of words appropriate to th« 
season, with the letters all jumbled: 

1. Tahresaceh. 

2. Ssseik. 

3. Gsish. 

4. Oevl rlestte. 

5. Moprsesi. 

6. Revsol larrques. 

7. Sugh. 

8. Lapsopro. 

9. Gemtagneen gnir. 

10. Rargamie larta. 

Answers: 1. Heartaches. 2. Kisses. 3. Sighs. 4. Love letters. 
5. Promises. 6. Lovers' quarrels. 7. Hugs. 8. Proposal. 9. En- 
gagement ring. 10. Marriage altar. 

Cupid Aecheey. 

Make a bow and arrow. A rib out of an old umbrella, with a 
strong piece of cord tied across the ends, will serve admirably 
for your bow. A long stick, with a bit of cardboard stuck in one 
end and a small sharpened nail or pin in the other, makes your 
arrow. Gild the arrow. 




The target will be a large wooden or cardboard heart covered 
with muslin. The outside rim of the heart Is red and is labeled 



PHUNOLOGY. 31 

"Acquaintance Avenue"; the next is white and is labeled "Friend- 
ship Pil^e"; the third is red and bears the inscription, "Lovers' 
Lane." The small heart in the center is "City of Lcve." These 
count, respectively, 5, 10, 15, and 20 points. 

Divide the company into sides and let them contest. 

Be sure to see that the walls are protected from wild shots on 
either side of the target. 

Cupid Toss. 

Each of the two sides now forms a semicircle. A sandwich bas- 
ket or other low basket is placed in the center, and each side, be- 
ing provided with an equal number of cardboard hearts, one side 
with white, the other red, attempts to toss the hearts into the bas- 
ket. If there are so many players as to make the circle too large, 
have them contest ten from each side at a time. When all players 
have participated, count the hearts in the basket so as to deter- 
mine whether the whites or the reds have won. 

Serve "cupid punch" (lemonade with the addition of some grape 
juice or loganberry juice and grated pineapple) and "love 
caresses" (lady finger cakes). 



CUPID'S POST OFFICE. 

Require each person to register on entering the door. In this 
way you can be sure that nobody is left out in the distribution 
of valentines. Every one should bring a few valentines, the com- 
mittee having a few others for emergency use. Each person calls 
at Cupid's post office for his mail, or Cupid may act as postman 
and deliver them. 



INITIAL COMPLIMENT. 

Each boy is handed a slip with a girl's name on it. The boys 
are then requested, one at a time, to go to the girls designated, 
giving each a compliment which begins with the initial letter of 
the girl's name. 

As each girl is addressed by a boy she replies, using the Initial 
letter of his first name in her answer. 



32 PHUNOLOGY. 

HEARTS AND MITTENS. 

Where you desire to mix your crowd, pair them off In couples 
and divide them into two sides for some contest that is to fol- 
low. Nothing better can be found than this plan: 

Cut out of red cardboard half as many hearts and mittens as 
you expect in your company. Out of blue cardboard cut the 
same for the rest of your party. 

Number them so each heart will have a corresponding mit- 
ten. Attach a string to each and place them in a basket, the 
strings hanging outside. 

Each person takes hold of a string and pulls out a heart or 
mitten, as it may be. Each one then looks for his or her partner. 

When all are paired off, a double circle is formed, and some 
one at the piano strikes up a lively march. Whenever the music 
stops, all the girls stand still, and the boys move up one. This 
continues until every one has had a different partner, and finally 
when the original one comes all indulge in a grand march before 
the circle breaks up. Now the reds and the blues may contest 
with one another in various games. 



LOVE LETTERS. 

Players write love letters addressed to persons of opposite sex, 
either imaginary or chosen from present company. These are 
read aloud at the close of the time limit, papers having been ex- 
changed by passing them all two players to the right. Prizes 
may be awarded for the two best. 



BLIND DART. 

On a square of white muslin drawn taut upon the wall paste 
a large heart cut from a piece of old red velvet or plush. Players 
are blindfolded, given a gilded dart, and told to proceed to the 
heart and thrust the dart into the heart. All players succeed- 
ing may draw for a prize. 



VALENTINE BUBBLES. 

Suspend from a portiere rod between the hall and reception 
room or from the balcony or chandelier three hearts formed of 
wire and covered with crepe paper. Above each is a jingle; 



PUUNOLOGY. 33 

1. Blow your bubble right tlrt-ough here, 
And you'll be married within the year. 

2. To be engaged within the week, 
November 2 is the one you seek. 

3. An awful fate for number three, 

A spinster or bachelor you will be. 

Have a bowl filled with bubble solution on a table and a clay 
pipe and small fan for each guest. The bubbles must be first 
thrown off the pipe and then blown through the hearts with the 
fans. 



VALENTINE FISHING. 

Cut out celluloid hearts. Punch a small hole In each one. 
They may bear the names of the girls present. Each young man 
fishes with rod, line, and pin hook for these hearts as they float 
on the surface of the water in a tub. 



VALENTINE QUOITS. 

Make tiny heart-shaped wire quoits and two wooden pegs rep- 
resenting gilded arrows. Set these in a gilded wooden base, and 
players can Indulge in a game of valentine quoits. 



SHORT ESSAY. 

Let the girls write short essays on "The Ideal Man." 
Let the boys write short essays on "The Ideal Woman." 



VALENTINE FORTUNES. 

Put these on a table and let the players blindfolded walk to 
the table and touch one of them. They indicate the fortunes of 
the players, as follows: 

Handful of rice. Approaching marriage. 

Pink cardboard stuck full of tiny hearts. Flirt. 

Mitten. Rejection or (in case of girl) declination of offer of 
marriage. 

Toy reins. This person will be driven in matrimonial harness. 

Bit of crepe. Beware of widows or widowers. 

Toy cat, teapot, or thimble. Spinster, bachelor. 
3 



34 PHUNOLOGY. 

Pop corn. (Boy) "Propose soon, and you will be successful"; 
(girl) "You must be ready to help him out." 
Two matches or tv/o rings. Married twice. 
Coin. You will marry wealth. 
Paper snake. Beware of a rival to enter your Eden. 



VALENTINE FISHPOND. 

A number of fishponds are laid cut on a long table. These 
ponds are suit boxes or other large pasteboard boxes with slits 
cut in the bottom. Boxes are put on the table, bottom up, and 
valentine post cards are fitted into the slits, with just one corner 
showing. In this corner a hole has been punched. Each player 
is provided with a fishing line, a small stick with a red cord and 
bent pin completing the equipment. Every one fishes for valen- 
tines. 



HEART ARCHERY. 

Heart-shaped target of wood or cardboard covered with white 
muslin. The outside rim is green, the next is black, the third 
is yellow, the fourth blue, the fifth red — all together giving the 
appearance of a series of hearts. Each player shoots with bow 
and arrow, the color upon which he hits determining his fate. 

Love and riches both we deem 
Fit for you who hit the green. 

Should you shoot and hit the blue. 
You will find a love that's true. 

If you pass each blooming one, 
Lo-ve for you has just begun. 

If the red your dart should pierce, 

The way you'll fight'll be something fierce. 

Into the black. 
Nary a smack. 

Should you by some chance hit yellow, 
Your girl'll soon have another fellow. 

He whose arrow go-es astray 
Will surely throw his heart away. 



PHUNOLOGY. 35 

Display these couplets on a cardboard or on the blackboard 
where every one can see them. Have some one remove the ar- 
rows as fast as they are shot. 



VALENTINE GAME. 

Give ten minutes to see who can make the most words out of 
the letters in "valentine." 



VALENTINE MISSES. 

1. What miss sometimes causes amusement and sometimes 
trouble? Mischief. 

2. What miss is distrustful of human nature? Misanthrope. 

3. What miss undervalues her opportunities? Misappreciate. 

4. What miss is not honest? Misappropriate. 

5. What miss is a blunderer? Mistake. 

6. What miss can destroy the peace of a home, school, or na- 
tion? Misrule. 

7. What miss wastes time and money? Misspend. 

8. What miss proves an uncertain correspondent? Misdirect. 

9. What miss must a traveler shun? Misguide. 

10. What miss gets into court often? Misdemeanor. 

11. What miss brings trouble and sorrow? Misfortune. 

12. What miss shows signs of being ill bred? Misbehave. 

13. What miss often twists the meaning of statements? Mis- 
construe. 

14. What miss is untruthful? Misrepresent. 

15. What miss makes the world better? Missionary. 

16. What miss do we all like to receive, especially if she comes 
from the home town? Missive. 

17. What miss is not a miss? Mister, 

18. What miss comes in handy at Christmas time? Mistletoe. 

19. What miss ruins business? Mismanagement, 

20. What miss is an object of pity? Miserable. 

21. What miss is in the wrong place? Misfit. 

22. What miss loses lots of things? Mislay. 

23. What miss has the wrong name? Misnomer. 

24. What miss does an unpopular speaker sometimes have to 
dodge? Missile. 

25. What miss is a woman hater? Misogynist. 



36 PHUNOLOGY. 

SUGGESTION FOR "EATS." 

It helps wonderfully to give things new names suitable to the 
occasion. For instance, lemonade need not be just plain lemon- 
ade, but you may call it "love potion." Lady fingers would be 
"love caresses," candy would be "love sweets," cakes m.ay be 
"Cupid cakes" or "Cupid confections," and so on. 

It would be lots of fun to' serve ice cream to couples and have 
them eat each from his or her saucer with spoons that are tied 
together with a string nine Inches long. 



CUPID'S WHEEL OF FORTUNE. 

Make a wheel of fortune out of cardboard. Mark it off in 
twelve sections, naming these sections "journey," "success," "true 
love," "health," "happiness," "early marriage," "wealth," "matri- 
monial bliss," "domestic trouble," "single cussedness," etc. Fasten 
an indicator to the center of the wheel and let each player have 
a spin to see what Cupid's wheel has to tell him. 



BROKEN-HEART PUZZLE. 

Supply each couple with a heavy paper or cardboard heart 
which has been cut in eight pieces like a jig-saw puzzle. These 
should all be cut alike, so that no couple will have an advantage. 
The first couple to put the heart together, thus mending the 
"broken" heart, may be given an appropriate prize. 



FAMOUS LOVERS' PIE. 

Give out the following list of jumbled names of famous lovers; 

1. Even I, angel— Evangeline, 

2. Hurt— Ruth. 

3. Letuij — Juliet. 

4. Natyonh — Anthony. 

5. Obza — Boaz. 

6. Emoro — ^Romeo. 

7. Artapocle — Cleopatra. 

8. Cap ill, sir?— Priscilla. 

9. Jo, Ned, n Hal — John Alden. 

10. Cobaj — Jacob. 

11. Helcar — Rachel. 

12. Chunp— Punch. 

13. Duyj— Judy. 



PHUNOLOGY. 37 



14. Lonepano — Napoleon. 

15. Nosehijep — Josephine. 



TO MATCH PARTNERS. 

Have two baskets containing tiny red hearts on which are writ- 
ten the names of famous lovers of history or fiction. The boys 
draw from one basket, the girls from another. Then Romeo 
seeks Juliet; Hamlet, Ophelia; John Alden, Priscilla; Dante, 
Beatrice; Leicester, Queen Elizabeth; Petrarch, Laura; Ivanhoe, 
Rowena; Hiawatha, Minnehaha; Othello, Desdemona; Robert 
Browning, Elizabeth Barrett; Jack, Jill; Gabriel, Evangeline; 
Paul, Virginia; Jacob, Rachel; the Prince, Cinderella; David Cop- 
perfield, Dora; and Punch, Judy. 



THE LIVING VALENTINE. 

A game of interest used by one League was "The Living Valen- 
tine." There was an empty picture frame, behind which each one 
stood, in turn, while the others tried to make the "living valen- 
tine" laugh. All sorts of things happened, many funny things 
were said, and no one stood the test very long. The winner of 
the prize offered stood a little over a minute without laughing. — 
Gladys Wheeler, Berlin, Ga. 



WASHINGTON'S BIRTHDAY SOCIAL. 

"Write the invitations on small cardboard hatchets. You might 
request the guests to wear colonial costumes. 

Use plenty of bunting, flags, etc., for decorations. Have a large 
picture of Washington draped with bunting. George and Martha 
might receive the guests. 

Collection of Revolutionary Relics. — Have catalogues type- 
written, setting forth this great collection of colonial antiquities. 
Appoint some person as guide and have the company visit the 
exhibit in groups. 

1. The Early Home of George Washington. 

2. Washington Crossing the Delaware. 

3. The Old Colonel. 

4. True Blue. 

5. Vision of Washington's Old Age. 

6. The Most Brilliant Light of Washington's Era. 

7. The Lone Picket. 



S8 PHUNOLOar. 

8. Down on the Suwannee River. 

9. The Tax on Tea. 

10. The Old Times and the New. 

To represent these you would have: 1. An old-fashioned cradle. 
2. The word "Washington" written on a slip of paper and placed 
across the map of Delaware. 3. A dried-up corn kernel. 4. 
A bottle of bluing. 5. A pair of spectacles. 6. A candle. 7. A 
fence picket. 8. A downy feather on a map of Georgia on which 
the Suwannee River is evident. 9. Some tacks on the letter T 
or on a saucer containing a bit of tea. 10. An old and new 
copy of a paper named the Times. 

Yon may add to this list or substitute others for the ones 
given at your pleasure. A little thought will suggest some ex- 
hibits you can use. 

Living Pictures. — Nothing is more entertaining than cleverly 
presented living pictures. Get some one to make a huge frame. 
Stand this out from the wall some distance, say ten feet, with 
long sticks running back on either side from the top of the frame 
to the wall, helping to hold the frame in place. These sticks 
also serve as a framework for the top and side covering. Drop 
dark-colored blankets down from the sticks to cover the sides, 
and cover the top by spreading blankets across. Of course any 
dark-colored heavy cloth will do for this covering of sides and 
top. Cover the front of the frame with mosquito netting. Drape 
a large box at the back of this inclosure to serve as a platform 
on which the participants may pose. Arrange for a light to 
shine inside the inclosure and upon the poser. Have the frame 
curtained off, letting pages in colonial costume pull the curtain 
aside when the picture is ready to show. All lights should be 
turned off while the picture is being presented except the light 
that is to shine on the picture. If the instructions are followed 
as outlined, the tableaux will be very effective. 

Put on the following program of songs and pictures: 

1. A Revolutionary Belle. 

2. An Old-Time Beau. 

3. Solo or quartet, "Love's Old Sweet Song." 

4. A Continental Soldier. 

5. The Cherry Tree Scene. 

6. The Soldier's Dream. (Have some one sing "Little Mother 
of Mine" while another poses as a sweet old lady sitting in a 
rocking-chair looking at a photograph of her boy.) 

7. Tenting To-Night. (Show three or four boys, either in 



PHDNOLOGY. 39 

colonial uniform or in khaki, sitting around a camp fire, which 
may be produced by the use of some sticks, a bit of red tissue 
or crepe paper, an extension cord, and an electric light globe. 
Have a male quartet sing "Tenting To-Night.") 

8. Columbia. (Tack a large American flag across the back 
to serve as a background for this picture, which should come as 
the climax of your entertainment. Have every one stand and 
sing "The Star-Spangled Banner.") 

Refreshments, cherry ice and cake. 



ADDITIONAL WASHINGTON'S BIRTHDAY SUGGESTIONS. 

Washington. 

Let each one see how many words he can make out of the 
word "Washington." 

Flag Relay. 

Have several teams of from five to ten runners each. The 
teams line up with the first runner on each team toeing the 
mark. Opposite each line Is a tiny flag stuck in a half potato 
and standing erect on the floor. The first runner on each team 
at the signal runs to his flag, picks It up, and carries it back to 
the next runner, who in the meantime has moved up to the start- 
ing line. No. 2 starts as soon as he has been handed the flag, 
carries it back to the potato, sticks it in its original place, and 
rushes back to touch off No. 8, who- in turn has moved up to the 
starting point. No. 3 gets the flag, hands it to No. 4, and so on. 
The first team to cover the course in this manner wins. 

Patriotic Anagrams. 

Lettered chips of cardboard are faced down on a table. Some 
one turns up a chip, showing the letter. The first player to call 
some word of patriotic suggestion receives the chip. The win- 
ner is the player with the greatest number of chips at the close 
of the game. 

This game may be played progressively, piles of chips being 
placed on several tables. The players would count chips after a 
few minutes of play, note the number on a tally card, put back 
all chips, and allow the girl and boy with the highest score to 
progress to the next table. After twenty or thirty minutes of 
actual play, the game is called, scores totaled, and the winner 
announced. 



40 PHUNOLOGY. 

Playing the War Game. 

Provide each player with pencil and paper. Hang the follow- 
ing questions pertaining to the war on the wall (allow a speci- 
fied time for answering) : 

1. A part of the body and a vowel. 

2. Light knocks. 

3. An English river and parts of the human body. 

4. A boy's- head covering and two thousand pounds. 

5. A month. 

6. To hinder and to help. 

7. The inside of a nut. 

8. A popular "movie" star. 

9. A short sleep and what flour comes in. 

10. A carousal and a great Southern soldier. 

1. Army (arm-e). 2. Taps. 3. Defeat (Dee-feet). 4. Captain 
(cap-ton). 5. March. 6. Blockade. 7. Colonel (kernel). 8. 
Chaplain (Chaplin). 9. Knapsack (nap-sack). 10. Reveille 
(Revel-Lee). 



CHAPTER III. 

MARCH PROGRAMS. 

Irish Bubble Party. Matching Green. 

A Pat Party. Irish Potato Race. 

An Irish Frolic. Potato. 

Miscellaneous: Animal Show. 

An Invitation. Kissing the Blarney Stone. 

An Irish Gathering. Pig. 

Suggestive Words. Harp. 

Shamrock Aprons. Irish Towns. 

Irish Melodies. Irish Songs. 

Snakes. ^ Refreshment Suggestions. 



IRISH BUBBLE PARTY. 

Why not have something different for your St. Patrick's so- 
cial? Young folks get tired of the stereotyped "programmy" 
affairs we so often palm off on them for socials. How about an 
"Irish Bubble Party"? 

The Social Committee should meet and make enough tissue 
paper hats to provide one for everybody who comes to the so- 
cial. Half the hats should be green and half white. They should 
be numbered, the green set being numbered in doubles from one 
on up and likewise the white set. Thus there will be two greens 
numbered one, two numbered two, etc. There would also be two 
whites numbered one, two numbered two, etc. Every one who 
comes to the social is expected to wear one of these hats during 
the whole of the evening's fun. The hats should be kept in four 
separate piles, a boy's pile and a girl's pile for each color. The 
girl and boy having the same numben and color become partners 
for the evening. 

The social opens with a grand march around the room to a 
piano accompaniment, everybody singing "The Wearing of the 
Green" or some other appropriate song. 

Then they are to gather at the several tables, on each of which 
are a bowl of soapsude and a clay pipe for each player. The soap 
bubble contests then begin. Judges have been previously aj^ 
pointed. 

1. Largest BubMe. — The person blowing the largest bubble at 

(41) 



42 PHUNOLOGY. 

eacli table has a green ribbon bow tied on his pipe. These per- 
sons then contest, and tlie winner gets an additional bow. 

2. Partner Buddies. — Partners by putting their pipes close to- 
gether may make one large bubble. The partners at each table 
making the largest bubble In this way get a green bow each. 
The winners then contest as before, and an extra green bow is 
allowed the winners of the final. 

3. Highest Buhhle. — The person at each table to blow the high- 
est bubble gets a green bow in this contest. As in the other con- 
tests, the winners contest for the additional bow. 

4. Most Buddies. — The person who can blow the most bubbles 
from one dip into the solution wins in this event. Winners at 
the various tables again contest to decide the champion. 

5. Through Wreath. — A wreath is hung in a convenient place, 
and each person able to blow a bubble through it gets a green 
bow. 

6. Buddie Tournament. — The Greens and the Whites line up 
against each other in this contest, about one and one-half feet 
on each side of a rope or line stretched across the room. The 
Greens are furnished with fans, the Whites with pipes and bub- 
ble solution. For five minutes the Whites blow bubbles and 
endeavor to have them break on the enemy's side of the line. 
The Greens with their fans endeavor to prevent this. Judges 
award one point for every bubble that breaks in Green territory. 
The situation is then reversed, and for five minutes more the 
Greens try to blow bubbles into the White camp. 

The following is a good bubble solution recipe: Fill a preserve 
jar two-thirds full of boiling water. Add three ounces of castile 
soap finely shaven, a teaspo-onful of sugar, and four tablespoon- 
fuls of glycerin. Shake thoroughly and strain through a white 
cloth. 

Care should be taken to cover all tables used with oilcloth or 
heavy paper. 

Clay pipes may be gotten through some dealer in town at 
something like eighty-five cents per hundred at wholesale price. 

Shamrocks or little white clay pipes with a tiny green ribbon 
bow may be given as souvenirs. 

Refreshments: Sandwiches tied with green ribbon, olives, 
pickles, Irish potato chips, green tea, and green mints or candy. 
Brick ice cream would also be appropriate. 

(This social may be used at any other time by eliminating 
the St. Patrick idea.) 



PHUNOLOOY. 4d 

Bubble Race. 

Let two contestants each represent four sides, say the Mur- 
phys, the Caseys, the O'Briens, and the O'Malleys. One con- 
testant on each team has a fan; the other is the bubble blower. 
At a given signal contestants blow one bubble each, shake it 
off the pipe, and the fanner tries to waft it toward the desig- 
nated goal line. The first over the line wins. If the bubble 
breaks, the fanner may come back to the starting point and get 
another bubble to start on its way. 

Bubble Croquet. 

This contest may be held on a table covered with a woolen 
cloth, upon which ribbon-bound wickets are placed at intervals. 
Sides contest, and each player may blow three bubbles at a 
turn, jendeavoring to fan or blow them through the wickets. 
Five points are counted if the bubble goes through one wicket, 
ten if it goes through two of them, and fifteen if it goes through 
the third one before bursting. 



A PAT PARTY. 

A great man was St. Pat, 

We assure you of that, 
And so we're givin' him a party 

To honor his name 

And add to his fame, 
And we're invitin' you, my hearty. 

Have Pat and Biddy meet all the guests as they arrive, giving 
to each a shamrock or a tiny Irish flag or a bit of green ribbon 
to wear. Pat meets all the ladies, and Biddy attends to the 
"gintlemen." 

Snake Hunt. — Cut out tapering pieces of green paper and hide 
them about the room. The guest that finds the most snakes may 
be given some sort of prize — a toy snake, for instance. 

An Irish Potato Race. — Match the girls against the men in 
the following manner: Four chairs, two at each side of the 
room, are needed. On the chairs beside the contestants are 
three potatoes each. With a spoon these must be carried across 
to the opposite chair, deposited there, and then they must be 
brought back in like manner. Count the wins to decide whether 
the Biddies or the Pats are victors. 



44 PHUNOLOGY. 

This contest may be run in relay style, one runner carrying 
them across the course and another bringing them back. 

A '^PaV Contest. — Give out paper and pencil and put the fol- 
lowing questions on the blackboard for answer: 

1. Pat fighting for his country? 

2. Pat grown haughty and of noble birth? 

3. Pat playing with the baby? 

4. Pat mending his clothing? 

5. Pat with an ornamental quilt? 

6. Pat protecting his own ingenuity? 

7. Pat as the head of a family? 

8. Pat in relation to his children? 

9. Pat abroad speaking an inferior dialect? 

10. Pat grown very old and with hoary locks. 

11. Pat in uniform and on the force? 

12. Pat at the dressmaker's? 

13. Pat imitating raindrops? 

14. Pat on the table? 

15. Pat an object of sympathy? 

1. Patriotic. 2. Patrician. 3. Pat-a-cake. 4. Patching. 5. 
Patchwork. 6. Patent. 7. Paterfamilias. 8. Paternal. 9. 
Patois. 10. Patriarch. 11. Patrol. 12. Pattern. 13. Patter. 14. 
Patty. 15. Pathetic. 

PaVs Hat. — Have some one draw a funny Irishman wearing 
a plug hat on a square of white muslin. Each player in turn 
Is given a shamrock and, blindfolded, attempts to pin it to Pat's 
hat. Those who succeed may draw for a prize. 

Irish Tewpins. — Divide your crowd into two sides now — the 
Murphys and the Caseys — and let them engage in an Irish ten- 
pin contest. The tenpins are numbered from 1 to 10, and con- 
testants roll a long potato at them. A scorer will keep count 
and total the scores for each side. 

Where tenpins or Indian clubs are not available, substitution 
may be made by putting up sticks on round bases. 

Serve mint jello and "Killarney" cakes. 



AN IRISH FROLIC. 

Invitation written in green ink: "Can yez attind a frolic and 
gineral divarsion on the 17th of March in the avenin'? Shure, 
'tis wilcum ye'll be." 

Have a supply of gold harps, green shamrocks, white pipes, 
and green snakes cut out of paper. Each person as he arrives 



PHUNOLOGY. 45 

has either a harp, a shamrock, a pipe, or a snake pinned on him. 
This service may be performed by two uniformed "cops" or by 
two Irish colleens wearing little green crepe paper bonnets. 

The crowds now form, the crowd having been equally divided 
between the harps, the shamrocks, the pipes, and the snakes. 
As the Irish are strong on politics, each group may "ilict" a 
leader, at least two candidates running for leader of each group. 

Irish Flag March. — Tiny Irish flags or square bits of green 
paper pasted on toothpicks have been stuck up about the room 
wherever possible. Some one plays the piano, and all four 
groups march around in a circle, clapping hands. When the 
music stops, which it does at unexpected Intervals, all players 
scramble for the flags. Immediately the music strikes up all 
players must resume their marching and clapping. This con- 
tinues until all the flags have been collected. The person with 
the largest number of flags is declared champion of Ireland. All 
flags in each group are also counted to determine which group 
is winner. 

A Oreen Contest. — Each group is furnished the following list 
of question, which must be answered in a specified time, <he 
entire group working together on it (all answers contain the 
word "green" or its equivalent) : 

1. Suggestive of an apple? Greening. 

2. Suggestive of a well-known poet? John Greenleaf Whlttier. 

3. One of our national defenses? Fort Greene. 

4. A valuable paper? GreenbL :k. 

5. A town in Kentucky, Texas, and many other States? Green- 
ville. 

6. Suggestive of flowers? Greenhouse. 

7. Easily hoodwinked? Greenhorn. 

8. Part of the rainbow? Green. 

9. Suggestive of a plum? Greengage. 

10. A country? Greenland. 

11. Suggestive of a theater? Greenroom. 

12. A green that's jealous? Green-eyed. 

13. A green that beautifies a country home? Greensward. 

14. A green used extensively in the war? Grenade. 

The answers are read, each group marking its own paper and 
announcing how many answers were correct. 

The Blarney Race. — Each group is represented in the blarney 
race by a girl and a boy. The girls are lined up at one side of 
the room, the boys at the other. At a given signal each girl 
starts for her partner, holding in her hand a sealed envelope 



46 PHUNOLOGY. 

containing a single easy word. He must open the envelope and 
write a complimentary couplet as quickly as possible, using the 
word he finds in the envelope for the rhyme. For instance, the 
word in the envelope may be "pink." So he may write: 

"0 lassie divine, with cheeks so pink, 
You're the sweetest girl in town, I think." 

The girl then rushes back to the starting point with this bit 
of blarney, the first one back being declared winner. All coup- 
lets are then read to the crowd. 

Irish Golf. — Allow the sides now to contest in a game of Irish 
golf. Of course a small potato is used as a golf ball. A lath 
with a piece tacked to it at one end at right angles will serve as a 
golf stick. The golf course is represented by five tomato cans, 
one in the center and the four at equal distances out from it on 
four sides. These cans should have a section cut out of the side 




so that when the can is stood upright the "golf" ball may be 
driven into it. Contestants will start at the center and make 
a round in this manner: Ball is shoved or driven out from No. 1 
to No. 2, When the player has gotten the ball into No. 2, he 
drives back to No. 1, then to No. 3 and back to center, to No. 4 
and center, to No. 5 and center. Each time the player must 
"hole" the ball before proceeding. The number of strojies re- 
quired to complete the course marks the player's score. The 
group that finishes with the lowest score is declared the winner. 
The champion Irish golf player may also be determined by the 



PHUNOLOGY. 47 

individual scores. Players play one at a lime. If desired, a cer- 
tain number of players may represent each group. It might be 
well to tack each can to a block of wood at the back (a) to keep 
it from toppling over. The can in the center will then have to 
be turned at the pleasure of the "golfer." 

Announce which group scored the most points during the eve- 
ning. Serve some sort of lettuce sandwiches and "tay," finish- 
ing up with green mints. 



MISCELLANEOUS. 

An Invitation. 

One Epworth League sent out the following Invitation to a 
St. Patrick's party. It was written in green ink on white paper 
shamrocks: 

"The 16th of March In the avenin' 

Has been chosen by a few 
To have a St. Patrick's party, 

And we're Invitin' you. 
Please come and wear an Irish smile; 

We want you on the scene. 
You'll find the place quite alsily; 

'Twill all be trimmed in green." 

Each person was given an Irish name on entering, and the 
boys were told to go to an arranged post office, where they were 
to secure the names of their partners and green hats for them 
to wear. Irish games were played, the concluding feature being 
the bubble tournament as outlined in the Irish Bubble Party. 

An Irish Gathering. 

Divide the party into groups — the Maloneys, Murphys, Kellys, 
etc. Each family group will be composed of father, mother, and 
five or six children or relatives, the number in the family depend- 
ing on the size of the crowd. Each family group is required to 
perform some stunt for the entertainment of the crowd. 

Suggestive Words to Keep in Mind When Arranging for a St. 

Patrick's Social. 

Harp, shamrock, pig, pipe, Paddy hat, Biddy bonnet, frog, po- 
tato, snake, and shillalah. 



48 PHUNOLOGY. 

Shamrock Aprons. 

Use large paper napkins or white tissue paper for skirt. Cut 
out enough green tissue paper shamrocks to make a border around 
the apron, which may be cut to shape desired. A double-fold 
strip of white tissue paper will serve as top of apron and belt. 
The shamrocks may be cut out of the decorated border in crepe 
paper, if that is available. It would be lots of fun to let the boys 
make these aprons for the girls to wear. 

Irish Melodies. 

Some one at the piano plays a few bars from each of a dozen 
Irish melodies. Players guess what they are and write down the 
names. 

Snakes St. Patrick Drove Out of Ireland. 

1. Worn a few years back in winter time by women? Boa. 

2. Worn all the year round? Garter. 

3. Baby plays with it and never gets hurt? Rattle. 

4. Expensive to feed in these days of high cost of living? 
Egg eater. 

5. How Fritz would describe a napkin? Viper. 

6. Deadly to the negro race? Black snake. 

7. An Indian wears it with comfort? Moccasin. 

8. A nickname given to Northern sympathizers with the South 
during the Civil War? Copperhead. 

9. A very fast horse? Racer. 

Matching Green. 

Six samples of different shades of green cloth and two squares 
of pasteboard. Cut samples in half. Paste one-half on one piece 
of cardboard and one-half on the other. Mark one set with let- 
ters or Roman numerals and the other with numbers, taking care 
that the matching pieces do not correspond except that they may 
correspond in one shade as a "catch." One piece of cardboard 
is hung on one side of the room and the other across from it. 
Paper and pencils are given the players, and they are asked to 
write down the matching halves — thus, A-2, B-1, etc. Players 
whose answers are correct may draw for a prize of some sort. 

Irish Potato Race. 

"Praties" may be propelled over the course with wands deco- 
rated with bows of green ribbon. Or the ordinary potato race 



PHUNOLOGY. 49 

may be run, setting out a row of five potatoes for each con- 
testant. These are to be brought back one at a time and de- 
posited in a basket, the first player finishing by getting all his 
potatoes in the basket in this manner winning. This may be 
varied by requiring contestants to hop or to carry the potatoes 
in a spoon. 

Potato. 

Give five minutes for players to make as many words as pos- 
sible out of the letters in the word "potato." 

Animal Show. 

Let players gather around a table on which are placed pea- 
nuts, raisins, prunes, a bunch of wooden toothpicks, wire hair- 
pins, etc. Each player receives a potato, out of which he must 
fashion an animal or hobgoblin of some sort, using the peanuts 
and fruit for heads end the toothpicks for limbs, tails, etc., as 
fancy dictates. At the end of ten minutes the different animals 
are arranged on the table for exhibition, and judges award prizes 
to those that seem the funniest. It may be possible afterwards 
to d'^nate all the potatoes to some poor family, first giving the 
potPt:»es a washing. 

Kissing the Blarney Stone. 

Whoever kisses the blarney stone will ever after say nothing 
but pleasant words. 

Get a smooth white stone. Scrub it well. Place it in the cen- 
ter of a small table. Blindfold the players and let them attempt 
to kiss it, no feeling about for location being allowed. The 
fairies say those who kiss the blarney stone will be successful 
ever afterwards. 

The spirit of contest may be injected into It by dividing into 
sides and awarding points for each successful attempt. 

Harp. 

Each player in turn is given a piece of chalk, blindfolded, and 
told to draw a straight line to represent a string in an outlined 
harp on the board. 

Pig. 

1. To draw a pig while blindfolded. 

2. To pin tail on a pig while blindfolded. 

4 



50 PHVNOLOGY. 

What Ibish Towns Mean. 

1. A sovereign and a city? Queenstown. 

2. A stopper? Cork. 

3. The capital of Ireland? Dublin. 

4. A popular girl and speedy? Belfast. 

5. A garment that protects from rough weather? Ulster. 

6. To be cunning and to depart? Sligo. 

7. To slay and to venture? Kildare. 

Irish Songs. 

A pleasing program of Irish songs could be arranged. There's 
something about the lilt and melody of an Irish song that al- 
ways charms. Such songs as "Kathleen Mavoiirneen," "The 
Harp That Once Through Tara's Halls," "The Wearing of the 
Green," and "My Wild Irish Rose" might be used, as well as 
some of the popular Irish ballads of recent years. "Mother 
Machree" would be in this class. Get some songs on your pro- 
gram that every one can sing. 

Refreshment Suggestions. 

Pistachio ice cream, cakes with green icing, mint jello, lettuce 
sandwiches with mayonnaise dressing, green mints, green stick 
candy, olives, pickles, blarney sandwiches (tongue and chopped 
olives), and Hibernian or Irish punch. The latter is made in 
the following way: Make a strong lemonade, add a pint of lime 
juice, the juice of six oranges, and two grapefruit. Add plenty 
of crushed ice and water to suit taste. 



CHAPTER IV. 

APRIL PROGRAMS. 

An April Fish Party. A Rainbow Party. 

An April Fool Party. An Easter Party. 

April Fool Suggestions. 



AN APRIL FISH PARTY. 

"Poisson D'Avril" (April Fish) the French say instead of "April 
Fool." The inference Is that they are easily caught. A fish in 
that country is typical of the day. So why not cut out paper 
fish and write your invitations on them? 

Following up the fish idea, hand to guests portions of card- 
board or paper fish and tell them to match for partners. You 
may arrange it so boys will find boys for partners and girls will 
discover that they match up with other girls. Or you may ar- 
range it so no two parts match, and after there has been suffi- 
cient scramble for partners you may call "April Fool." In case 
the latter plan is used, add zest to the scramble by announcing a 
prize for the first two to match up as partners. 

Still following up the "fish" idea, announce a "fishing trip." 
Have tiny paper fish hid in every conceivable place about the 
room. Every one joins in the "fishing trip" and of course en- 
deavors to "catch" as many fish as possible. At the close of 
this game award a prize to the one who has the smallest num- 
ber of fish. 

Fix up a booth or corner of the room and display this sign in 
front of it: "Step in and See the Big Fish." A large mirror 
faces the victim as soon as he steps inside. Across it is written 
"April Fool." 

Fishing. — Now allow the company to do some fishing by an- 
swering the following questions with the names of fish: 

1. A prolonged cry? Wail (whale). 

2. A choir singer? Bass. 

3. The mariner's dread? Rock. 

4. It's awful slippery? Eel. 

(51) 



52 PHUNOLOGY. 

5. It's a good idea sometimes to come down off it? Perch. 

6. An animal that has practically disappeared? Buffalo. 

7. A persistent serenader? Cat. 

8. What we are liable to do in deep mud? Flounder. 

9. A weapon of warfare that's more ornamental than useful in 
these times? Sword. 

10. Mother's pride? Son (sun). 

11. Sometimes they shoot? Star. 

12. A censorious, complaining fish? Carp. 

13. A household pet? Dog. 

14. A swindler? Shark. 

A Fish Relay. — Divide the company into several groups — the 
whales, the sharks, the eels, the buffaloes, etc. — and let four 
girls and four boys represent each group in a fish relay. Each 
girl is provided with a glass of water and a teaspoon. At the 
signal the first girl on each team begins feeding her partner the 
water, a teaspoonful at a time. As soon as this couple finishes it 
must sing to the tune of "We Won't Go Home Until Morning": 



"One is born every minute. 
One is born every minute. 
One is born every minute. 
And that ain't telling no lie.' 



Not until they have finished this can the next couple begin, 
and so on. The team finishing first marches around the other 
teams singing "One is born every minute." 

Boys* FisTiing Contest. — Now let all the girls gather in one 
room and all the boys in another. Two at a time the boys are 
to be invited into the room where the girls are, and there they 
engage in a fishing contest. Two chairs are provided, as well as 
two fishponds (inverted shoe or suit boxes with slits cut in them, 
out of which cardboard fish protrude a few inches). A hole is 
punched in the fish's head, and a fishing line and bent pinhook are 
provided each fisher. The rules of the contest require the fishing 
to be done with one eye shut. To make sure that the contestants 
don't peep, two girls are appointed to hold their right hands over 
each boy's right eye. The palms of these hands have been pre- 
viously smutted. The victims are allowed to remain in the room 
while others are brought in. Of course they must not allow the 
newcomers to see what has befallen them. 

Fishing for Partners. — Let the boys now fish for partners, a 
screen being put in front of the door of the room where the girls 



PHUNOLOGY. 53 

are and each boy in turn dropping a fishing line over the screen. 
Some girl takes hold of it and becomes his partner for refresh- 
ments. 

Serve "sinkers" (doughnuts) and "angler's tea" (lemonade 
poured out of a jug) for refreshments. 



AN APRIL FOOL PARTY. 

Have all sorts of April fool traps about the room. 

1. A handkerchief tacked to the floor. 

2. A mirror badly "cracked" by use of strips of paper and soap. 

3. A box of good candy labeled "Take one" will last surprising- 
ly long. 

Give each guest a fool's cap of red and white crepe paper. 
This is to be worn during the evening. 

The hostess may present to guests as they arrive a hand which 
comes off, to the amazement of the new arrival. This may be 
arranged by stuffing a long glove and holding It on a stick so as 
to conceal the real hand. 

Ask each one to write down the most foolish thing he or she 
ever did. Collect and read papers, asking players to guess the 
authorship of each one. 

Have a doll-dressing contest for all the boys, furnishing each 
one with a peanut, some tissue or crepe paper, needle, thread, pen 
and ink. Put them on exhibition and let the girls vote for the 
cleverest creation. Give as a prize a neatly wrapped box which, 
on being opened, is found to contain nothing. 

Divide the crowd now into two groups, the Jesters and the 
Jokes, by having them draw slips from a hat. Each group may 
be asked to put on a stunt. They may also engage In the fol- 
lowing contests: 

Oirls' WJiistling Contest. — This may be conducted In one of 
two ways. (1) Select one or more girl contestants from each 
group. Let them stand facing the rest of the company and at a 
given signal begin whistling. It doesn't matter what they whis- 
tle. The girl that continues whistling for the longest time 
wins. Opposing "rooters" may do all manner of things to make 
whistlers laugh. (2) Have one girl and one boy represent each 
group. The girls toe the mark, the boys being across the room 
directly opposite their partners. Each girl is given a sealed en- 
velope and at a given signal must run across to her partner, 
open the envelope, and whistle the tune Indicated on a slip of 



54 PBUNOLOGT. 

paper inside the envelope. As soon as the hoy recognizes the 
tune he writes the name of it on a slip of paper and hands it to 
the girl, who slips it into the envelope and races back to the start- 
ing point. The first to get back with the correct tune wins. 
Have some one present the winner with a fancy dish purchased 
at the ten-cent store. As he is about to hand it to her he stum- 
bles and drops the dish, breaking it, seems disconcerted for a 
moment, but soon recovers himself and says, "April fool." 

Fool Relay. — Select four contestants for each group. Have 
teams line up, with the first runners in line toeing the mark. 
Each player holds a cardboard letter, there being one "F," two 
"O's," and one *'L," lining up in proper order, for each team. 
The contestants bearing "P" start walking to the designated 
goal in the following fashion: Four steps forward, about face, 
two steps back, about face, four steps forward, about face, two 
steps back, etc., until the goal is reached, when the contestant 
places his letter on the floor or sets it up against the wall, as 
the case may be, and returns, walking in the same manner. 
The second contestant has moved up to the starting line and 
starts as soon as No. 1 crosses the starting line. Each contestant 
must proceed as did No. 1, four steps forward, reverse, and two 
steps back. Mincing steps on the reverse movement are barred. 
The first team to spell "Fool" in this manner and have all its 
runners cover the course wins. 

Obstacle Race. — Select one contestant from each group. Place 
a number of obstacles in the race course — buckets, books, cups, 
tumblers, etc. Let them try the course first, walking through 
it. Then blindfold contestants. Now have some one remove all 
obstacles noiselessly and start your race. If this is done cleverly 
enough, you will have some fancy high stepping to avoid knock- 
ing over or touching any of the obstacles, since one of the rules 
laid down is that each obstacle touched counts one point against 
the contestant. Contestants must walk and not attempt to run. 

To get partners for refreshments have a number of strings 
three-quarters of a yard long. Shut tftem between folding doors 
or catch in any ordinary door, so that the ends hang on either 
side. The boys are on one side and the girls on the other. Each 
person takes hold of a string, and when doors are opened, or 
when the door is opened, persons found holding the same piece 
are partners. 

Serve "tomato" salad, which proves to be a mixture of blood 
oranges, white grapes, and pecan nuts served in cucumber boats. 
Sandwiches with sliced bananas for filling will also be delight- 



PHVNOLOGY. 55 

ful. Sandwiches as slices of cake with nut filling wrapped in 
paper would also do. 

Chocolate cigars and cigarettes may be given out. 

April fool candy may be had at the candy store. It is well, 
however, in your serving to remember this bit of wisdom from 
some writer: "Let your guest be fooled by unexpected tastes, 
but not unpalatable ones." 



APRIL FOOL SUGGESTIONS. 

Have misleading placards, directions on which lead the guests 
to unexpected places and mix the crowd. 

Have crazy greetings about the room, such as "Happy New 
Year," etc. 

Have a quartet which, after an elaborate prelude on the piano, 
during which they arrange themselves, open and close their 
mouths without a single sound and take their seats. 

Have a Backward Social. Ask the girls to wear dresses back- 
ward; the boys have their ties hanging down the back outside 
the coat. Let the players engage in a Japanese Oral) Race, as 
described elsewhere in this book, or put on a Japanese Crab 
Relay. 

Fix up ice cream to resemble croquettes by plentifully sprin- 
kling the cone-shaped portions with toasted cake crumbs. 

April Fool Statements. 

1. Jonah was an English poet. 

2. Charlie Chaplin was once President of the United States. 

3. John Bunyan is an ex-prize fighter champion. 

4. John McCormick was a great inventor. 

5. Theodore Roosevelt wrote "Pilgrim's Progress." 

6. Thomas Edison was swallowed by a whale. 

7. Billy Sunday wrote "Freckles." 

8. James J. Corbett is a popular Irish tenor. 

9. Alfred Tennyson is a popular movie actor. 

10. Gene Stratton Porter was once a ball player. 

Give paper and pencils to the players and have them correct 
these statements. 



A RAINBOW PARTY. 

Invitations. — Use the following lines from Byron on your In- 
vitations: 



56 PHUNOLOGY. 

"Be thou my rainbow to the storms of life, 
The evening beam that smiles the clouds away 
And tints to-morrow with prophetic ray." 

The rest of the invitation reads: "Rainbow Party, April 16, Mc- 
Kendree Epworth League, 8:30-11 p.m." 

Decorations. — Have a very riot of color everywhere. A huge 
rainbow can be effected by use of crepe paper or cheesecloth in 
the seven prismatic colors. Over this draw a bit of white gauze 
to blend the colors. 

The following are the prismatic colors that must be kept in 
mind in working out this social: Violet (purple), Indigo (dark 
blue), blue (light), green, yellow, orange, red. 

Rainbow Chase, or Seeking the Pot of OoJd. — Hide somewhere 
in the room a thimble or something of the sort, representing the 
pot of gold at the foot of the rainbow. The players are to hunt 
for it. Each player as he finds it quietly takes his seat, not dis- 
turbing it and not tipping off other players as to its hiding place. 

Bow Contest. — Give guests paper and pencil and a set of the 
following questions, which may be answered by words beginning 
or ending in "bow," "bo," or "beau": 

1. An Old Testament bow? Boaz. 

2. Appellation given by Christ to two fiery disciples? Boan- 
erges. 

3. A Halloween bow? Bogy. 

4. An unconventional bow? Bohemian. 

5. A South American bow Bolivia. 

6. A sausage bow? Bologna. 

7. A bow without fraud or deceit? Bona fid^- 

8. A rich yielding bow? Bonanza. 

9. A military bow? Bonaparte. 

10. A bow that's always acceptable? Bonus. 

11. A poorly fed bow? Bony. 

12. An acid bow? Boric. 

13. An animal bow? Bovine. 

14. A ne'er-do-well bow? Hobo. 

15. A dandy bow? Beau Brummel. 

16. A bow that is a dangerous weapon? Bowie knife. 

Making Wishes. — The rainbow Is a symbol of hope. There- 
fore a "wishing bee" would be appropriate. Let each person 
write a wish for some one else present, signing the name of that 
person. All papers are handed in and read to the crowd. 

Rain'bow Charades. — Number sets of slips from one to seven. 



PHVNOLOGY. 57 

Let players draw and then find the rest in their group. Thus 
there will be seven groups. After all the groups have gathered 
let the social chairman whisper to the leader of each group the 
name of one of the colors of the rainbow. Give each group a 
few moments now to plan for acting out the name of its color. 
The rest of the groups guess what color the group represents. 
A vote might be taken or judges may act to decide which group 
most cleverly represents its color. Some suggestions follow: 

Purple (purr-pull).— Each of these syllables could be easily- 
worked out. 

Indigo Inn-dig-go. — Have some wayworn travelers register 
at a country inn, etc. 

Blue. — Group could sit about disconsolate and tell one another 
their troubles. 

Green. — Have country boy show lack of knowledge of city 
ways or work "green" idea out in other ways. 

Yellow (yell-o or low). — Have the group march about in a cir- 
cle, giving some yell. Or after a yell let them proceed to pass 
under the clasped hands of two persons, the hands being held 
so low that they have to- go under on all fours. 

Orange (r-range). — Have the entire group do a bit of sema- 
phore signaling by standing with arms extending straight out 
from the sides. This is R in the semaphore code. Then have 
boys pretend to be engaged in a battle with an unseen enemy. 
The gunner (using an overturned chair) may be instructed by 
the captain that his shot is "too high," 'too low," etc., until he 
gets the proper range. 

Red (read). — Have group sit on platform. One player finishes 
reading a newspaper and passes it to another. This person 
passes it on with the information that he has read it. 

The social chairman should be ready with suggestions for the 
groups if they need help. 

Rainhow Stah. — Against the wall arrange a rainbow effect 
of colors, cutting the colors out of paper. Or arrange the rain- 
bow colors like a fan, each color narrow at the bottom and 
spreading to a half foot at the top. Each c-olor has a special 
number on it from one to seven. Players are blindfolded, pro- 
vided with a pin stuck through a strip of white cloth, and sent 
up to stick this on the rainbow or fan. The player is credited 
with the number of points represented by the color thus stabbed. 
Each of the seven groups is represented by an equal number of 
contestants. 



58 PHUNOLOGY. 

Rainbow Relay. — Now select from the seven groups fourteen 
players to form two rainbow teams. Each team is given seveir 
bits of cloth or ribbon in prismatic combination. Each player 
is given his color and a pin. A white cloth is hung at the op- 
posite side of the room. The teams line up in the following or- 
der: Purple, indigo, blue, green, yellow, orange, and red. Both 
purples are toeing the mark and at a given signal hop to the 
white cloth and pin up their colors. They then can race back 
(not hop) to the starting point and touch off the next player in 
order, who has moved up to the starting point. The first team 
to finish its rainbow of colors and get back to the starting point 
wins. 

All the company can now gather about the piano and sing 
"I'm Always Chasing jRainbows." 

For refreshments let every one order by numbers from 1 to 7 
without informing them as to what the numbers mean. Three 
selections are allowed. Thus some one may select 1, 8, and 5, 
and the waiter would bring a toothpick, an empty glass, and a 
glass of water, the menu being as follows: 1. Toothpick. 2. 
Lemonade. 3. Empty glass. 4. Plate. 5. Glass of water. 6. 
Sandwich. 7. Cake. Of course after the bit of fun all are served 
lemonade, cake, and sandwiches, or whatever they lacked of this 
combination. 

Additional Suggestions. 

Rainhow fortunes might be told by placing disks of the dif- 
ferent colors on a table and allowing the players blindfolded to 
touch a color. The colors may be shifted about after the player 
is blindfolded, so that he won't be sure which spot to touch. 

1. Purple means renown and fame, 
You will win an honored name. 

2. Dark blue's like the rolling sea, 
So a traveler you'll be. 

3. Since you wisely touch the blue, 
You will find a sweetheart true. 

4. Now, alas! you've chosen green, 
You will never wed, I ween. 

5. Yellow means abundant gold, 
Thus for you is wealth foretold. 



PHUNOLOGY. 59 

6 (a). Orange means this fate's in store. 

You'll wed one who's been wed before. 

(&). Orange means your prospect's bright, 
Your wife will let you out at night. 

7. Red for you this fate discloses. 

You'll wed the first one who proposes. 

Another Party Idea. — You may arrange a series of seven stunts, 
or games. In which all can take part. Award the different col- 
ored ribbons for those who are among the first three in the 
different contests. Thus a hunt will be arranged. The three 
with the largest number of finds will be awarded a purple rib- 
bon, for instance. Cards are provided, and the colors are pasted 
on the cards as they are awarded. Or a series of progressive 
games could be worked out and ribbons be awarded winners in- 
stead of punching the tally cards. 

All players completing the rainbow effect on their tally cards 
might be given some sort of award. 

The Cohwed Idea. — Still another way would be to use the old 
cobweb party Idea, winding long pieces of string intricately about 
the room, over and under chairs, upstairs, etc. Each person 
takes hold of one end of a string, and the fun begins as they 
wind here and there, crossing one another, tangling with one 
another, up the steps, then down again, finally coming to the 
end of the string just beneath and at one end of the big rain- 
bow, where a prize of some sort is found tied to the string. It 
may be a small sack of candy or peanuts or some funny little 
souvenir. 



AN EASTER PARTY. 

Invitations. — ^Write invitations on butterfly or egg-shaped 
cards. They may read after this fashion: "An eggs-ellent Easter 

party has been planned for Friday night by the Epworth 

League. We are eggs-pecting you to be present. No eggs-cuse 
will be eggs-cepted. We begin eggs-actly at 8 r.M." 

Partners. — Let girls form a line in one room and the boys in 
another, arranging both lines according to* height. Have them 
march out, meet, and come up double file, so that the tallest be- 
come partners, and so on. 

Egg Hunt. — Now have an egg hunt, hiding paper eggs about 
the room. The couple finding the most eggs is declared winner. 



60 PHUN0L0G7. 

As prizes you might give them each a "Funny Easter Egg." 
These may be made in the following manner: Empty an egg- 
shell by pricking a hole in either end and blowing the contents 
out. Paint a face on it. Make the hole at the small end large 
enough to allow you to pour in a teaspoonful of small shot. 
Pour in melted wax on top of the shot. Glue over the top a little 
round cap of red or blue flannel. No matter how you stand it, 
it will always right itself. 

Easter Hat STioiv. — Each couple is now furnished with tissue 
paper, scissors, needle and thread, or paste, etc., and each boy 
is requested to make an Easter bonnet for his partner to wear. 
Some wonderful creations will result. When the hats have all 
been finished, the girls don them and parade before a committee 
of judges, who decide which is the cleverest creation. The boy 
who emerges as winner of this contest then appears before the 
judges, one of whom steps forward and says: "I am going to 
crush this egg over your hard head, and it isn't hard-boiled 
either." While saying this he does that very thing. The egg 
has been emptied of its contents and stuffed with confetti or 
tissue paper cut in tiny bits. Scent these by spraying with per- 
fumery and cover open end of shell by using a bit of gold paper 
or a red or green seal. Decorate to suit taste. A similar egg 
may now be presented to the young man with the compliments 
of the judges. 

Divide the company now into three groups — the Bunnies, the 
Chicks, and the Bad Eggs. Let them engage in the following 
contests: 

Bunny Race. — One contestant will represent each group. They 
must stoop like "bunnies" and hop to a given goal. Tie a bow 
of ribbon around the winning "bunny's" neck. If the groups 
are small in number, every one may have a chance, running one 
race after another, scoring one point for each winning. 

Easter Tenpin. — An equal number of players from each group 
engage in this contest, using every one present if possible. Lit- 
tle toy chickens are set up as tenpins, and the players bowl with 
a rubber ball. Have the chicks numbered from 1 to 10 (a smaller 
number may be used if you find them difficult to get) and far 
enough apart to keep the scoring from being too heavy. Allow 
each player three trials. Have a scorer keep track of the scores 
made. 

Decorate the room in yellow and white, which are the Easter 



PHUNOLOGY. 61 

colors; yellow as "emblem of the sun and typical of the good- 
ness of God," white as "typical of purity and all things made 
new." 

Another Easter Suggestion. 

Egg Fortunes. — Put paper eggs of various colors in a box. 
Players draw without looking. 

Draw the red, 
Never wed. 

Get the blue, 
Lovers' true. 

Snatch the green, 

A husband (wife) that's mean. 

If it's the white, 
She(he)'s here to-night. 

If you choose the brown. 
She (he) 's in another town. 

If you should pick the pink. 
You'll get a peach, I think. 

If you should get the yellow, 
You (she) '11 get another fellow. 



CHAPTER V. 

MAY PROGRAMS. 

Indoor Lawn Party. Indoor Picnic. 

Other Suggestions. Strawberry Social. 



INDOOR PICNIC. 

This social indoor picnic may be used in May or any other 
month as well. 

Decorations. — Use branches of trees. Tie them to pillars or 
stand them in corners to represent trees. Potted plants will help 
out One League holding this social in its Sunday school room 
hung swings from the balcony, placed several seesaws about 
the room, covered the floor with leaves, and improvised a spring 
in one corner by making a mound of leaves around a bucket of 
clear, cold water. Here the picnickers could come for a drink. 
A lemonade stand where lemonade and cake are served is also 
a possibility. 

The picnic is a joint affair for the pupils of Sleepy Hollow 
and Podunk Sunday Schools. Superintendents have been ap- 
pointed for these wide-awake schools, and every one is assigned 
to one group or the other. 

As one of the big features on such occasions is the contest 
between the two schools for supremacy in certain events, so the 
contest idea may feature in the evening's program. 

Mekry-Go-Rodnd. 

First let everybody take a ride on the merry-go-round. Form 
a big circle and play the kindergarten game "Luby Loo." For 
those who don't know this game the following brief explanation 
is necessary. The players all sing, suiting action to the words: . 

"I put my right foot in, 
I put my right foot out, 
I give my foot a shake, shake, shake, 
And turn myself about." 
(62) 



PHUNOLOGY. 63 

Chorus (all skip about in circle, taking hold of hands) : 

"Here we go, Luby Loo, 

Here we go, Luby light. 
Here we go, Luby Loo, 
On a Saturday night." 

Then "I put my left foot in," etc. 

"I put my right hand in," 
"I put my left hand in," 
"I put my head in," 
"I put my body in." 

(All march toward the center, then back.) 

Crisscross Bean Bag. 

Line up at least ten contestants from each side, with con- 
testants alternating down the lines which face one another. 
Thus down one line will be first a Podunkite, then a Sleepy Hol- 
lowite, and so on down the line. The line facing them will have 
first a Sleepy HoUowite, then a Podunkite, and so on. Five 
white bean bags are given to the captain of one side, standing 
at the head of one line, and five red or blue bean bags to the 
captain standing at the head of the other line. At a given 
signal the captains start the bean bags one at a time down the 
line in zigzag fashion. That is, he tosses it to No. 2 in the line 
opposite him, No. 2 tosses it across to No. 3, and so on. The first 
team getting all its bean bags back to its captain is given five 
points. Should a player throw to a player on the opposing team, 
or should he drop the bean bag, one point is credited to the op- 
posing team for each error. 

PlCTUEES. 

One of the features of most big picnics is the picture man who 
makes 'em while you wait. Stretch a sheet over a doorway. 
Place a lighted candle or arrange your lights so that a clear-cut 
shadow will show on the screen when a person stands back 
of it. Each Sunday school will take turn about guessing the 
names of the persons whose shadows show on the screen. First, 
one school will have the shadows of all its members shown, one 
at a time. Then the other school exchanges places with them. 
The school guessing the most correctly wins. 



64 PHUNOLOGY. 

Baseball Game. 

Nine players represent each team. Those "at the bat" take 
places on the bench. The team in the field takes regular posi- 
tions, and the game is played as described in "Baseball Buzz." 

Quoits. 

A match game of quoits may be played with a ringtoss set. 
Two players could represent each Sunday school. Twenty-one 
points is out. 

Fishing. 

Let all the girls gather in one room, all the boys in another. 
Put a screen across the door between and let the boys fish for 
partners. A boy steps up toward the screen with fishing pole 
and line. He tosses the line over the screen, and some girl takes 
hold of it and thus becomes his partner for "eats." Thus each 
boy goes fishing for a partner. 

Eats. 

The girls have prepared sandwiches, pickles, etc., and now all 
the company become seated in a large circle on the floor, the 
food being served out before them picnic fashion. Ice cream 
could be served in cones from a booth. 

Songs. 

Close the evening's program with the singing of some familiar 
songs. 



STRAWBERRY SOCIAL. 

A strawberry social or festival always makes a strong appeal. 
One we attended at one time had the following most entertain- 
ing program: 

They had advertised as a special feature "A Mysterious Male 
Quartet." No one but the members of the committee were "in" 
on it. At the proper time from another room came the strains 
of an old negro spiritual song, "I know the Lord has laid his 
hands on me." The crowd began to sit up and take notice. As 
soon as this number was finished a quartet of negroes from a 
near-by negro church stepped out on the platform amid the ap- 
plause that followed their singing. They then sang: "Couldn't 



PHUNOLOGY. 65 

Hear Nobody Pray," "Pearly Gates," etc. This surprise put the 
crowd in a good frame of mind to enjoy the rest of the evening's 
program. 

We next Matched ior Partners. Pictures of men had been cut 
in two and passed around, half to the girls and half to the boys. 
These pictures had been cut out of fashion books gotten from a 
men's clothier's shop. 

The couples thus formed engaged new in a Man Completer 
Game. Paper and pencil were given to each couple, with a list 
of the following questions: 

1. The man to be avoided? Mansion. 

2. The traveling man? Mango. 

3. The untruthful man? Manly. 

4. The man for the violent criminal? Manacle. 

5. The musical man? Mandolin. 

6. The gossiping man? Mantel. 

7. The stable man? Manger. 

8. The court man? Mandamus. 

9. The dye man? Human. 

10. The physician? Manicure. 

11. The literary man? Manuscript. 

12. The married man? Herman. 

13. The many-sidod man? Manifold. 

14. The ^rsman? Roman. 

15. The Hebrew man of the desert? Manna. 

16. The Chinese man? Mandarin. 

17. The man with many engagements? Mandate. 

18. The small man? Manikin. 

19. An Epworth League man with whom all Epworth Leaguers 
should form acquaintance? Manual. 

20. The butcher man? Manslaughter. 

The couple winning in this contest were invited to the plat- 
form. Two dishes of ice cream and strawberries and two spoons 
were placed on a small table. They were invited to sit on op- 
posite sides of the table and feed one another ice cream and 
strawberries in full view of the crowd. Both entered into the 
spirit of the thing and much merriment resulted. 

Italian Ensemble. — As a closing feature of the evening's fun 

four teams of three men each took their places on the platform. 

Bananas were passed out. At a given signal the first man on 

each team began peeling and then eating his banana. As soon 

5 



66 PHUNOLOGY. 

as he finished No. 2 hegan. The first team to consume the 
bananas in this fashion was declared winner. 

Strawberries, ice cream, and cake were served as refresh- 
ments. 



OTHER MAY SUGGESTIONS. 

An indoor lawn party would make a jolly occasion. Decorate 
with plants, benches, porch chairs, Japanese lanterns, etc. Have 
the young people bring their banjos, ukuleles, and guitars. Sing 
popular songs and League "pep" songs. Let everything be done 
in informal style, but don't allow things to drag. Play "Slang," 
"Truth," "Throwing the Handkerchief," and any other games you 
think desirable. Light some candles and have a marshmallow 
roast. The marshmallows could be held over the flame on sharp- 
pointed sticks. Serve lemonade, colored with a few cupfuls of 
strawberry juice, and cake. 

Have a May-Time Party and play a lot of rollicking games. 
For ages the first day of May has been one of frolic. May 
games were played back in the Middle Ages. 

The Snoiv Frolic described for December can be easily adapted 
to this month, putting fortunes on the strings around the snow- 
man's neck instead of presents. 



CHAPTER VI. 

JUNE PROGRAMS. 



A Flower Social. 
A Flag Party. 



A FLOWER SOCIAL. 



Decorate with a profusion of flowers and plants. Make the 
room as attractive as possible. Write the invitations on pansies 
that have been cut out of paper and painted by the Social Com- 
mittee. Ask each person to wear his birth month flower. Give 
each person on entering a rose to wear. Let these be pinned en 
by girls wearing garlands of flowers hung about the neck and a 
wreath of flowers on the head. 

Flower Hunt. — Write names of birth month flowers on slips, 
at least twenty for each month. Hide these about the room. 
Tell the players to hunt, but to pick up only those of their own 
month. For instance, one born in June could collect only "roses." 
The hunters must not assist one another in making discoveries 
of flowers. A short time is allov/ed for the hunt, when the social 
chairman or leader should blow a horn for the return of the 
hunters. Flowers are counted, and the winning boy and girl may 
be given an additional rose each. 

Birth Month Flowers. — January, snowdrop; February, prim- 
rose; March, violet; April, daisy; May, hawthorn; June, rose; 
July, poppy; August, water lily; September, morning-glory or 
goldenrod; October, hop vine or aster; November, chrysanthe- 
mum; December, holly. 

A Floral Love Story. — Now pass out paper and pencils and let 
the players answer the following questions with the names of 
flowers: 

1. Her name and the color of her hair? Marigold. 

2. Her brother's name, and what he wrote it with? Jonquil. 

3. Her brother's favorite musical instrument? Trumpet. 

4. With what did his father punish him when he made too 
much noise with it? Goldenrod. 

5. What did the boy do? Balsam. 

6. At what time did his father awaken him? Four-o'clock. 

(67) 



68 PHUXOLOGY. 

7. What did he say to him? Johnny-jump-up. 

8. What office did father hold in the church? Elder. 

9. What did she call her lover? Sweet William. 

10. What, being single, did he often lose? Bachelor's button. 

11. What did he do when he proposed? Aster. 

12. What did he lay at her feet? Bleeding heart. 

13. What did she give him Ja r.eturn? Heartsease. 

14. What flower "did he cultivate? Tulips. 

15. To whom did she refer him? Poppy. 
16 Who married them? Jack-in-the-pulpit. 

17. When he went away, what did she say to him? Forget- 
me-not. 

18. With what did she punish her children? Lady's slipper. 
19. What hallowed their last days? Sweet peas. 

AXOTHEE WrITIXG CONTEST. 

1. What flower gives the time? Four-o'clock. 

2. What flower is an incessant traveler? Wandering Jew. 

3. What flower illumines? Morning-glory. 

4. What flower is festive? Hop. 

5. What flower is a popular man with the ladies? Sweet Wil- 
liam. 

6. What flower is religious? Jack-in-the-pulpit. 

7. What flower has the names of two girls? Rosemary. 

Daisy Fortune Teller. — Make several different bunches of pa- 
per daisies. These may be presided over by the Flower Queen, 
who directs that each player shall come forward and pull one 
leaf off of one daisy in each set. The words of the fortune are 
written with ink on the underside of the petals. The first set 
tells the seeker's chief virtue, the next tells the greatest fault, 
the third the future occupation, and the fourth some future fate. 

Flower Garden. — Give each player the name of some flower. 
Have them sit in a circle w^ith one player standing in the center. 
He may say: "I enter the flower garden, and I want a rose and 
a lily." Players with those names must immediately change 
seats, while the center player endeavors to get one of the vacated 
seats. When he succeeds the player losing out must take his 
place in the center. When the center player announces a "wind- 
storm" all flowers must change seats, and in the general mix-up 
the player standing may endeavor to get a chair. 

A Rose Relay Race might be worked out, using the Shuttle 
Relay as a basis, the runners carrying a rose from one side of 



PHUNOLOGY. 69 

the course to the other. Or the Weaver's Relay might be used, 
the first player carrying the rose, delivering it to the player to 
the right of his original position as he finishes. This player 
carries the rose as he weaves in and out and then passes it to 
the player to his right until the entire group has run and the 
rose has been returned to the first player to run. Immediately 
he receives it he holds it high above his head so that the judges 
may see that his team has finished. 

A Sunfloicer Minstrel feature may also be worked out for the 
entertainment of your crowd. Those who take part in this, of 
course, will be in black face, with a stiff, wide, yellow petal collar 
giving the sunflower effect. This may be fashioned by cutting 
your collar out of stiff cardboard and covering the petals with 
yellow cloth or paper. Or all participants may stick their heads 
through an opening in a long strip of cloth. Around each open- 
ing has been fashioned a large sunflower, either by painting or 
by sewing yellow petals on the cloth. Songs may be sung in this 
manner and jokes pulled off on persons present. "My Wild Irish 
Rose," "The Rose of No Man's Land," "You Wore a Tulip," "The 
Last Rose of Summer," and any songs of this sort will fit in 
appropriately. 



A FLAG PARTY. 

June 14 is Flag Day, making a flag party appropriate for that 
day. The social might be held on a large porch or on the lawn. 
When held out of doors, Japanese lanterns should be added to 
the decorating scheme. Have an abundance of flags everywhere. 

Stabs. 

Begin your program by having every one sing "The Star- 
Spangled Banner," Then introduce some special musical num- 
bers and readings appropriate for such an occasion. The "stars" 
will shine in these features. A suggested program follows: 

Reading: "Your Flag and My Flag." Wilbur Nesbit. 

Solo: "Flag of My Heart." Werrenrath. (Victor Record.) 

Song: "Battle Hymn of the Republic." (Make the congrega- 
tional singing a feature of the program.) 

Reading: "The Name of Old Glory" (James Whitcomb Riley.) 

Stunt: "How the Flag Was Made." 

Two soldiers on guard duty pass each other. "Say, we ain't 
got no flag," says one of them. "Gee, ain't it fierce?" is the re- 
ply. "I'll see George about it." One soldier passes off the scene. 



70 PHVNOLOGY. 

and Gen. George Washington appears. Guard goes through bur- 
lesque salute and then says: "Say, George, we ain't got no flag." 
"Gee, ain't it fierce?" replies George. "I'd better see Betsy about 
it." The next scene shows George calling on Betsy Ross. "Betsy, 
we ain't got no flag." "I know, George. Ain't it fierce? I think 
I'll have to make one." Betsy turns her back to the audience and 
pretends to be sewing a flag. Then she turns with the completed 
flag and waves it. 

Stripes. 

Divide the party into two sides, the Reds and the Whites. Put 
on the Flag Relay as suggested in the chapter for February. Let 
the two groups engage in the flag contest, all the persons in 
each group working together on the answers to the questions 
asked. 

Flag Contest. 

1. A stone or a flower? Flag. 

2. A fanatic who scourges himself? Flagellant. 

3. A musical instrument? Flageolet. 

4. The sort of spirit some Epworth Leaguers show? Flagging. 

5. A grossly wicked flag? Flagitious. 

6. A railroad flag? Flagman. 

7. A flag popular with anti-prohibitionists? Flagon. 

8. A notorious flag? Flagrant. 

9. A naval flag? Flagship. 

10. A tall flag? Flagstaff or flagpole. 

Some Patriotic Victrola Records. 

"Taps" (musical setting by Pasternock). Schumann-Heink. 
"My Own United States." Dixon and male quartet. 
"We'll Never Let the Old Flag Fall." Hamilton. 
"American War Songs." Victor mixed chorus. 
-Star-Spangled Banner." John McCormick. 



CHAPTER VII. 

JULY PROGRAMS. 

A Patriotic Party. 

Introducing George and Mrs. Washington. 

Other July Suggestions: • 

"Eats." 

Red, White, and Blue Contest. 

Artists' Demonstration. 

Red, White, and Blue Party. 

A Columbia Party. 

Bubble Tennis. 



A PATRIOTIC PARTY. 

Here's a party that can be appropriately given on July 4, Flag 
Day, or Washington's birthday. 

SiXGSONG. 

Have a rousing singsong, using many of the songs made popu- 
lar during the war, such as "Keep the Home Fires Burning," 
"Over There," "There's a Long, Long Trail," "Long Boy," "Round 
Her Neck She Wore a Yellow Ribbon," etc. You might also use 
some of the familiar home songs and hymns. Close the singsong 
v/ith the singing of "The Star-Spangled Banner," every one 
standing, of course. 

Progressive Conversation. 

Form two circles, with the girls on the inner circle and the 
boys on the outer one. Let the circles march in opposite direc- 
tions to martial music. When the music stops, the marchers 
stop and face one another. A leader announces the first topic 
for conversation, allows them a short time to talk, then taps a 
bell. Each boy moves up one partner, another topic is an- 
nounced, and so on. The leader should keep the movement live- 
ly by tapping the bell at short intervals, compelling a change of 
partners. The following subjects may be discussed: 

(71) 



72 PEUNOLOGY. 

1. Edison. 

2. Patriotism or Pershing. 

3. War or Woodrow Wilson or Washington. 

4. Organized Patriotism — the American Legion. 

5. Russia or Revolutionary Days. 

6. Trenches or Training Camps. 

7. High Prices and the Nation's Unrest. 

8. Law and Order. 

9. England. 

10. America or Army. 

11. Germany. 

12. U-Boats in the War. 

13. Enemies of Our Nation. 

You will note that this list of topics makes an acrostic, spelling 
"Epworth League." Ask if any one has discovered during the 
game, the big topic for the whole evening. 

Ringing Liberty Bell. 

Divide the company into three groups — the Reds, the Whites, 
and the Blues. Make a heavy cardboard bell of several thick- 
nesses of cardboard. Cut a hole in the center of it some four 
inches in diameter. Hang this bail in a doorway, tying it with 
heavy strings at the top and on either side, holding it in place 
so it will not swing back and forth. Immediately behind the 
hole in the bell and several inches back of it hangs a small bell. 
The idea is for players to stand some ten or more feet away and 
toss a tennis or small rubber ball through the hole, causing the 
bell to ring. Each player gets one try, and points are kept, the 
side totaling the greatest score winning. 

Reading. 

Have some one give James Whitcomb Riley's "Old Glory" or 
"Your Flag and My Flag" as a reading, or any other patriotic 
number. 

Shuttle Flag Relay. 

Have the three groups represented in this race by teams of 
ten members each. Mark out the course and line up the teams 
in rows, half of each team being lined up on one side of the 
course and half on the other. Hand a small flag to the leader 
of each team. At a given signal the three leaders run to the 
opposite side of the course, handing the flag to the first runner 
in line as he reaches the line. This runner immediately rushes 



PHUNOLOGY. 73 

to the opposite side, handing it to No. 2 in the line just opposite, 
No. 2 having moved up to the starting point in the meantime, 
and so on. The team all of whose runners carry the flag across 
the course in quickest time wins. 

REFRESHMENTS. 

Ice cream or hot chocolate and star-shaped cakes may be 
served. Also serve red, white, and blue mints. 

Decorations. 

Let there be a profusion of the national colors, flags, etc. Stick 
a potato full of tiny flags and hang it from the doorsill. 



INTRODUCING GEORGE AND MRS. WASHINGTON. 

Here's a stunt that's full of fun. Put all the players out ot 
the room and bring them in one at a time to meet the distin- 
guished guests. One player acts as go-between, bringing the 
guests in and introducing them. George and Martha stand over 
In one corner. It is not necessary that they be in costume. The 
guest is brought forward and introduced with much to-do to 
Gen. George Washington, who expresses his pleasure as he 
shakes hands with the guest. The General now very graciously 
requests that the guest meet Mrs. Washington. This time when 
the victim holds out his hand to shake hands as Mrs. Washing- 
ton extends hers, the General steps forward and shakes Mrs. 
Washington's hand, leaving the guest with hand extended and 
feeling very foolish. 



OTHER JULY SUGGESTIONS. 

"Eats." 

Chocolates done up in red tissue paper to look like torpedoes. 
Stick candy wrapped in red tissue paper to represent firecrackers. 
Stick tiny flag in individual cakes or in the ice cream. Wrap 
sandwiches in white tissu'e paper and tie with red, white, and 
blue striped ribbon. Serve red, white, and blue stick candy, 
which may be obtained at any up-to-date confectioner's. 

Red, White, and Blue Contest. 

Arrange your company in couples. Give out papers, having 
written at the top "Red, White, and Blue," each color being spaced 



74 PHUNOLOGY. 

off and a line drawn down the entire length of the paper, thus 
giving three columns. The partners work together on the contest. 
The couples contest to see which can make the largest list of red, 
white, and blue articles or things. The boys write, and the girls 
dictate. The boys are not allowed to do any suggesting, nor can 
they write anything except as the girls dictate. Only absolutely 
red articles may go in the red column, only white in the white 
column, only blue in the blue column. Red — blood, lips. White — 
snow, sugar. Blue — sky, violet. 

Artists' Demoxstbation. 

Select five persons to be artists for the crowd. Give each a 
slip of paper, with instructions to go to the blackboard and draw 
with chalk the historical event written on the paper. Each in 
turn steps up and draws the scene named. The first person guess- 
ing what is represented each time may get some sort of recogni- 
tion. For instance, if the red, white, and blue party is put on, a 
red ribbon may be pasted on the card of the player. These are 
some of the subjects to be guessed: 

1, "Washington Crossing the Delaware." 

2, "Landing of the Pilgrims." 

3, "The Midnight Ride of Paul Revere." 

4. "Battle of the Monitor and the Merrimac." 

5. "Betsy Ross Making the First American Flag." 

6. "George Washington and the Cherry Tree." 

Red, White, and Blue. Party. 

Use the Red, Write, and Blue Contest, the Artists' Demonstra- 
tion, and the Flag Contest described in the Flag Party for June. 
Allow each person of the first five couples in the Red, White, and 
Blue Contest to have a blue ribbon pasted on tally card. Each 
one who guesses correctly before the others in the Artists' Demon- 
stration gets a red ribbon pasted on the card, and the first three 
couples in the Flag Contest, working that by couples, a white 
ribbon. Let all those completing the trinity of colors draw 
for a prize. Contests may also be engaged in by dividing the 
party into three groups, the Reds, the Whites, and the Blues. 

A Columbia Party. 

Decorate with flags, bunting, and Japanese lanterns. Have 
transparencies showing the dates 1776 and the present year. 
These can easily be made by using a little pasteboard and tissue 



PHUNOLOGY. 'TB 

paper and should appear just outside the door. Uncle Sam and 
Columbia will receive the guests. Ask the girls to come dressed 
in crepe paper patriotic costumes. These can be made by sewing 
the crepe paper on old dresses. Give a prize for the most clever 
creation. 

Bubble Tennis. 

For a lawn party or Fourth-of-July picnic a game of bubble 
tennis could be played. The company is divided into two sides 
or into as many groups as the size of the crowd demands. Not 
more than ten on a side should contest at a time. The girls are 
to blow bubbles, and the boys are to endeavor to blow or fan them 
over the net, at the same time trying to keep the opposing side 
from sending them over. The side getting the most bubbles over 
the net wins, of course. 



CHAPTER VIII. 

AUGUST PROGRAMS. 

Gypsy Party. A Garden Party. 

Watermelon Feast. Circle Croquet. 

A Freeze-Up Party. Moonlight Picnic. 



GYPSY PARTY. 

An announcement of a gypsy party ought to arouse consider- 
able interest, especially if you link it up with the idea of a lawn 
party or, better, of a hike to some near-by park or outdoor beauty 
spot. Ask all the girls to come dressed in all sorts of gay-colored 
costumes — the velvet bodice when obtainable — with hair loose 
or braided down the back. Yellow and red cheesecloth or a 
brilliant gingham would solve the dress problem. Ask the boys 
to come in old clothes, with bandana handkerchief about the neck 
instead of the stiff white collar. They may wear coats or not, 
at their pleasure. As it seems to be the style to wear shirts of 
various "loud" hues, young men blessed with pink or light blue 
or green shirts or any of the present-day "loud" creations would 
do well to doff the coat and wear a vest instead. 

A gypsy kettle on a tripod, of course, ought to be part of the 
equipment. Three poles and a bit of wire will make the tripod. 
And of course you ought to have a camp fire. Lemonade might 
be served from the kettle. Or you might make effective use of 
it by filling it with water, building a good fire under it, dropping 
in wieners, and having "hot dog" and rolls. Lots of marshmal- 
lows should be taken along so you can have a marshmallow 
roast. For this you cut a twig, point it, stick your marshmal- 
low on the end, and hold it in the flame until it is browned a bit, 
making it a delicious confection. A wiener roast is another pos- 
sibility. 

It would be fun if you could take along some one who under- 
stands a little of palmistry and set up a fortune-telling tent. 
Or seat the crowd about on the ground and have them seat them- 
selves one at a time before the "gypsy fortune teller" to learn 
the fate in store for them. 
(76) 



PHUNOLOQY. 77 

Kidnaper. 

Play "Kidnaper," which is an adaptation of "Rabbit," described 
elsewhere. One player is "kidnaper," and another is the "child." 
The rest of the players form in groups of four, three joining hands 
forming the "home" and the fourth standing inside the home 
thus formed. The kidnaper starts after the child, who dodges in 
and out among the other groups. To save himself the child may 
take refuge in one of the homes by dodging in under the arms of 
the players. Immediately the player occupying that home must 
vacate, dodging out on the other side and becoming the child, 
fleeing from the kidnaper. The former child takes the place of 
one of the players forming the home, that player taking the center 
of the group. When a child is captured or tagged, he becomes 
kidnaper, and the former kidnaper takes the place of some player 
forming a home, that player becoming the child. 

Instead of the wiener plans a picnic lunch might be served. 
Of course, if the hike idea is adopted, you should select a moon- 
light night for your frolic. 



OTHER AUGUST SUGGESTIONS. 

Watermelon Feast. 

Luscious watermelon has an appeal all its own. The feast 
may be arranged as a lawn affair, or a long auto truck ride 
may be taken out into the country. We know of one crowd 
of Epworth Leaguers who have a glorious time each year using 
the latter plan. They ride out to a country home, singing, 
laughing, joking, and bubbling over with the exuberance of youth. 
There they play games, such as drop the handkerchief, for in- 
stance, on the lawn, gather around the piano and sing, etc. The 
climax of the evening's fun is the cutting and serving of the 
watermelons they have carried with them. A watermelon-eating 
contest may bo put on, with the boys as contestants. They'll be 
in it up to their ears, and it will be lots of fun. 

A Freezing-Up Party. 

This should be held on the lawn or on the porch of some one's 
home. Cover all the porch chairs and benches with white. Drop 
bunches of cotton on the branches of the plants and bushes, or cov- 
er them with papers and white cloths, as if to protect them from 
the frost. All decorations are white. Fines may be assessed on 



7S PHUNOLGGY. 

all speaking of hot weather, or forfeits required of them. The 
ice-guessing contest outlined in the "Snow Frolic" for December 
may be used. Or you might use this one, bringing in the "freezer" 
idea: 

1. What the cold weather is liable to do for you. Freesia 
(freeze ya). 

2. A mighty cold stone. Freestone (freeze stone). 

3. A cold proposition when it comes to ornamenting a wall. 
Frieze. 

4. A cold Teutonic country. Friesland. 

5. How a Frenchman in this country would describe a play- 
ful, gamboling spirit. Frisky (freeskee). 

Play games with the "freeze-out" idea. For instance, play 
"Buzz," having players making mistakes drop out; or play "Go- 
ing to Jerusalem," though you may call it "Going to Friesland 
or to Freeze-Out Town." "The Laughing Handkerchief," de- 
scribed in connection with the Pollyanna Social, would also 
make a good "freeze-out" game. For refreshments serve pear and 
pineapple salad with whipped cream, iced tea, and frosted cake. 

A Garden Party. 

This could be made an attractive outdoor social function for 
August. Japanese lanterns, palms, and flowers are needed to acid 
to the festive appearance. Ask the young people to bring their 
"ukes," banjos, and guitars. Encourage informal group singing 
and playing. If a male quartet is available, it would add mate- 
rially to the evening's entertainment. Or if you haven't an or- 
ganized quartet, a little encouragement to some of the young 
people who like to get together occasionally and "harmonize" some 
would help. Readings, solo-singing to ukulele accompaniment, 
stringed-instrument selections, and games would make a delight- 
ful evening of fun. Serve sandwiches, salted peanuts, and iced 
grape juice, iced tea, or frappe. 

Circle Croquet or Golf. 

Dig twelve holes in a circle and one in the center. Use a ball 
that is golf size or an ordinary croquet ball. The player wins 
who can get around in the least number of strokes, beginning at 
the center, driving to one of the circle holes, and then on around 
the circle and back to the center, always "holing" the ball before 
proceeding. Sides may be chosen and scores kept to determine 
which is the winning side, or teams of thirteen each may contest, 



PHUNOLOGY. 79 

each player bein^ assigned a hole. The center player starts the 
ball rolling toward player No. 1. No. 1 must endeavor to "hole" 
the ball from where it stops. As soon as No. 1 has "holed" it he 
takes it out and drives to No. 2, and so on around and back to 
center. Of course if any player "holes" it in one stroke as he 
drives it to his teammate, so much the better. This game could 
be used to advantage at a picnic or outing. 

Moonlight Picnic. 

I got in touch with different men of our congregation who had 
machines and asked them to kindly lend them to us, which they 
gladly did. I asked them to promise to keep it a secret. So on 
the night of our business meeting, when the meeting was turned 
over to me, I had the lights all turned out and had the men who 
drove the machines to come in with toy guns and flashlights and 
make every one throw up his hands. Then I called off names, hav- 
ing prearranged them for different groups to go in different ma- 
chines, so the crowds that went together were people who usually 
grouped together, thus making it more congenial. They were led 
out to the sidewalk, without knowing anything of what was going 
to take place, and when every one was in we started off. We went 
to one of our parks. There we had a spot arranged with Japa- 
nese lanterns. We let everybody out there and then played old- 
time games and served refreshments. Every one who attended 
this affair pronounced it a great success. Of course this party 
was held in warm weather. — Prize stunt^ Nettie Zurlorg, Cov- 
ington, Ky. 



CHAPTER IX. 

SEPTEMBER PROGRAMS. 

An Old-Time School Party. 

A "Pop" Special. 

Hikes and Wiener or Marshmallow Roasts, 

A New Hiking Suggestion. 



AN OLD-TIME SCHOOL PARTY. 

It would be lots of fun to have an old-time school party. Ask 
the girls to dress as schoolgirls (middle blouses or gingham 
dresses), and the boys might wear Buster Brown collars and big 
bow ties. Some might even be brave enough to wear knee trou- 
sers. Let your invitations read: 

"Now come, ye children, hale and hearty, 
To our old-time school party. 
School begins on the stroke of eight. 

Date, , now don't be late. 

Readin', 'ritin', and 'rithmetic, 

Jography to malie you sick; 

A spellin' bee and loads of fun. 

The Epworth League wants you to come. 

If you do, you'll sure be glad; 

Play hookey, and you'll get in bad. 

So come, ye children, hale and hearty. 

To our old-time school party." 

The schoolma'am, who has been previously appointed, comes 
attired for the occasion. Tally cards are handed the guests as 
they arrive. They may be made to represent a book cover, and 
at the bottom may be written: 

"School days, school days, 
Dear old golden-rule days." 

The teacher rings the bell, and school opens. The girls have 
assembled in one room, the boys in another. Immediately on 
the ringing of the bell the piano strikes up "Tipperary," "Over 
There," or some other good popular tune, and the children march 
in from opposite directions, the two lines meeting and then 
(80) 



PHUNOLOGY. 81 

marching around the room two by two. Thus they are matched 
up as partners for the first game. The children march around 
and take their places at the different tables. Standing at the 
tables, they sing the chorus of "School Days." 

1. Progressive Arithmetic. — The teacher now announces that 
the first subject will be "Progressive Arithmetic." Each table 
has been covered with paper on vvhich are drawn four circles, 
reaching to the outer edge of the table. The intervening spaces 
are numbered 30, 85, 40, and the outer rim 50. A spool top is on 
each table. These can be easily made by cutting a spool in two 
and sharpening the cylindrical part to a point. Into the top fit a 
small stick of wood, protruding at the top end enough to furnish 
sufficient grip for the spin and at the lower end protruding enough 
to furnish a suitable point. Each one at the table is allowed 
three spins — this always being done from the center. The space 
on which the top rests after spinning is counted for the spinner. 
Totals are noted on tally cards. Partners having the highest total 
move to the next table, having tally card punched. At the end the 
girl and boy having the highest total receive each an extra punch. 

2. Reading. — The teacher calls up a few "star" pupils and 
hands out a list of tongue twisters to be read rapidly. If she 
thinlis it best, she may line up the entire class and make each 
one read, urging them to greater speed and sending them to the 
foot for making mistakes. Here are a few: 

(1) Two toads teetotally trying to trot to Trixburg. 

(2) Five fantastic Frenchmen fanning five fainting females. 

(3) Six slippery snakes sliding slowly southward. 

(4) Nine nautical Norwegians nearing neighboring Norway. 

(5) Ten tiny toddling tots trying to train their tongues to trill. 

(6) A bitter biting bittern 

Bit a better brother bittern; 
-And the bitter better bittern bit the bitter biter back. 
And the bitter bittern, bitten 
By the better bitten bittern. 
Said: "I'm a bitter biter bit, alack!" 

3. Geography. — Pupils are told to gather at same tables as for 
the arithmetic lesson. On each table is a heap of slips of paper 
on which are written letters of the alphabet, all face down. 
Each player in turn turns up a letter. The first at each table to 
call out the name of a city, river, mountain, etc., beginning with 
that letter, as directed by the teacher, takes up the slip. For in- 

6 



82 PHUNOLOGY. 

stance, the teacher calls "rivers." At one table "0" happens to be 
turned up, and some one shouts "Ohio" and takes up the slip. 
The boy and girl with the largest number of slips after one rotind 
pass to the next table, having tally cards punched for geography, 
putting the slips back on the table. If the crowd is large, and 
this threatens to consume too much time, have the leaders at 
each table gather about one table to decide the "star" pupil in 
geography. 

4. Recess. — The teacher rings the bell for recess. Some one has 
been appointed beforehand to start recess games. Play simple 
children's games, such as "Sugar-Loaf Town," "Farmer's in the 
Dell," etc. The appearance of two or three lunch men, dressed 
in white caps, coats, and aprons and carrying trays of sand- 
wiches, is the signal for breaking up the games. The tables 
have been moved out of the room and an old-fashioned well 
placed in the center. This well can be easily made by using a 
large dry goods box and covering it with white cheesecloth. 
Down inside is placed a bucket of ice-cold lemonade. Two girls 
take charge of the well and serve lemonade to all who come to 
the v/ell. The lunch men appear a second time bearing trays of 
marshmellows. 

5. The bell rings, and recess is over. A Spelling Bee is to be 
the big feature following recess. Divide the crowd into two sides. 
You may have a regular spelling bee or one in which the con- 
testants must spell the words backward, or you may hang two 
sets of letters on the individuals of the two sides and call out 
a word. The first side to spell the word by getting into proper 
position in front of their line scores a point. This may be con- 
tinued until an agreed number of words have been spelled. 

One of the school trustees now steps forward and presents 
prizes to the brightest boys and girls in the various studies. 
These should be inexpensive. Cardboard tags bearing suitable 
inscription, for instance, may serve as medal awards to prize 
winners. 

A List of Tongue Twisters. 

1. Four fat friars fanning flickering flames. 

2. She sells sea shells by the seashore. 

3. Two timid toads trying to trot to Tarrytown. 

4. Three terrible, thumping tigers tickling trout. 

5. Five frivolous foreigners fleeing from fabulous snipe. 

6. Seven serious Southerners setting sail for Switzerland. 

7. Six Scottish soldiers successfully shooting snipe. 



PHUNOLOGY. 83 

8. Eight eager emigrants earnestly examining elements. 

9. Nine nimble noblemen nibbling nuts. 

10. Ten tremendous tomtits twittering on the tops of three tall 
trees. 

11. Eleven enormous elephants elegantly eating Easter eggs. 

12. Twelve tired tailors thoughtfully twisting twine. 

13. Nine floating fly boats full of fruits and flowers. 

14. Seven suffering saints supping soup slowly. 

15. Peter Piper picked a peck of pickled peppers. 

16. How much wood would a woodchuck chuck if a woodchuck 
would chuck wood? 

17. How much dew would a dewdrop drop if a dewdrop could 
drop dew? 

18. How many shoes would the sunshine shine if the sunshine 
could shine shoes? 

19. There was a young fisher named Fischer, 
Who fished for a fish in a fissure. 

The fish with a grin 
Pulled the fisherman in, 
And they're fishing the fissure for Fischer. 

20. Sister Susie's sewing shirts for soldiers. 

21. "A glowing gleam growing green." 

22. The black breeze blighted the bright blossoms. 

23. Flesh of fresh flying fish. 

24. Six thick thistle sticks. 

25. Two toads tried to trot to Tedbury. 

26. Give Grimes Jim's great gilt gig whip. 

27. Slick, strong Stephen Stringer snared six slick, sickly, 
silky snakes. 

28. She stood at the gate waiting for slick, strong Stephen 
Stringer, who snared six slick, sickly, silky snakes. 



A "POP" SOCIAL. 

Invitation. 

Surely we won't need a cop 
To make you come to our "pop. 
"Pop" Social, Epworth League, 
Friday eve. September 24. 
"Better come, old top." 



84 PHUNOLOGY. 

As each one arrives hand him an ear of pop corn and a wooden 
plate. Let him shell the corn, count the grains, remembering 
the count, putting it down on a slip of paper, and turning it 
in to the social chairman. He then pours the contents of his 
plate into a large receptacle designated for that purpose. When 
all have poured their corn into this receptacle, each person 
makes a guess as to the total number of grains, the one coming 
nearest to the correct number getting a prize. These guesses 
are written on slips of paper with the name of the guessers and 
turned in to the social chairman. The chairman in the meantime 
has added together all the individual slips first handed in, thus 
obtaining the correct total. 

Popinng for Partners. — Have the girls form a large circle. 
Bring the men in one at a time. Blindfold this one. Place the 
blindfolded player in the center of the circle and have the girls 
skip about him until he shouts "Pop," when they must all stop. 
He then points, and the girl toward whom he points becomes his 
partner. 

Popping Corn. — The men are now provided with poppers and 
proceed to pop the corn that has been shelled. After a large 
enough quantity has been popped, each one is given a needle 
and thread and a piece of ribbon or cloth strip about half an 
inch wide. These latter should be of a variety of colors. The 
girls make watch chains for the boys, and the boys necklaces 
for the girls, sewing the grains on the ribbons or strips of cloth. 

A Popping Contest. — Give out paper and pencil to each 
couple and let them work together on the following popping 
contest (words having "pop" in them): 

1. A Roman Catholic pop? Popery. 

2. A talkative pop? Popinjay. 

3. A tree pop? Poplar. 

4. A pop in fabric? Poplin. 

5. A flower pop? Poppy. 

6. The pop of the common people? Populace. 

7. An uncertain but much-sought pop? Popularity. 

8. A political pop of some few years back? Populist. 

9. A thickly inhabited pop? Populous. 

10. A toy pop? Popgun. 

11. The pride of large cities? Population. 

Popping the Question. — Have each boy write a proposal of 
marriage and let the girls vote by ballot as to the most clever 
production. Or have the boys "pop" the question as in "Progres- 



PHUNOLOGY. 85 

sive Proposal." Conduct it after this manner: Each boy is al- 
lowed only a limited time to "pop" the question, a bell ringing 
to stop proceedings and to notify him to move on to the next 
girl. The girls endeavor to keep the boys from coming to a 
definite proposal by all sorts of diverting remarks and by turn^ 
Ing the discussion to other channels. The boys are not permit- 
ted to propose abruptly, but must preface the proposal by Intro- 
ductory remarks such as would be common. When a boy does 
succeed in "getting over" his proposal before the bell rings, the 
girl must give him a grain of pop corn to indicate the fact. 
Therefore each girl has a supply of pop corn at hand. The boy 
finishing up with the most grains of corn won in this manner 
is recognized as "champion popper." 

In leap year the "popping" may be done by the girls. 

Refreshments. — Pop corn balls or salted and buttered pop corn 
and apples. 

Decorate with white and red ears of corn. 



HIKES AND WIENER OR MARSHMALLOW ROASTS. 

September is a fine month for hikes and wiener roasts. You 
must be careful about the distance to be covered in your hikes. 
"Stag" hikes don't require so much care. Boys are more rugged 
and can enjoy a hike that would simply wear some girls out. So 
make your hikes reasonable. Pick out a suitable destination both 
with regard to distance and natural beauty. Let the boys "tote 
the footin's" to build a fire and have a good time roasting wieners 
or marshmallows. Sing songs as you hike along. Every soldier 
will tell you how singing helped him to forget the discomforts of 
a long hike or added joy to a short one. The writer has in mind 
two such incidents that will always appeal to him as times when 
the joy tide was high in his soul. 



A NEW HIKING SUGGESTION. 

Recently we had a very successful affair In the shape of a 
trailing party. The Leaguers met at the church and were di- 
vided into two parties. The first party proceeded twenty minutes 
ahead of the second and dropped a trail — white confetti (or 
paper cut into small bits). The trail led down by an old pond, 
where we built a fire, cooked "hot dog," roasted potatoes and 
marshmallows, played games, etc. — Miss Beryl W. Hundley. 



CHAPTER X. 

OCTOBER PROGRAMS. 

Halloween Party. Yarn Test. 

Halloween Social. Counting Seeds. 

Halloween Frolic. Bean Fortune. 

Other Suggestions: A Giant Ghost. 

Fortune-Telling Booths. A Goblin Party. 

Apple Seeds. A Black-Cat Party. 

Fortune-Telling Peanuts. Meeting the Queen of Halloween. 



HALLOWEEN PARTY. 

Next Friday night on Halloween 
At Oaklawn Church I will be seen. 
If you want to know your future fate. 
Be there when the clock strikes eight. 
Great mysteries I will unfold; 
Your future mate may behold; 
I'll stew for you some witch's brew. 
So come and bring a friend or two. 

Decorations make things interesting from the beginning. With 
curtains and screens make long, narrow, dimly lighted passages 
to caves made of brush piled together and covered with leaves. 
One of these. Mystery Hall, passes a number of Sunday school 
classrooms in which old witches have been placed who make 
gruesome noises. Make huge jack-o'-lanterns of old witches rid- 
ing brooms and swing them on a drop with a red light in the 
center of some of the classrooms. They look like they are flying 
through the air. Mystery Hall parties are formed and are led 
by witches. Have the social parlors very dimly lighted, with rn 
old spook wrapped in a sheet, holding a white kid glove stuffed 
with meal and soaked in ice water, to receive the guests. In 
front of one of the caves have an old witch telling fortunes. 
(Get the best palmist you can find.) Let another hall lead to 
Mystery Cave, in which witches serve from a menu (menus can 
be very artistically made and decorated) sidewalk slippers (ba- 
nanas), fountain of youth (water), staff of life (bread), falling 
tears (onion), etc. Another hall leads to a cave or hut of an 
old witch who is serving the "witch's brew" from an Iron pot 
(86) 



PHUNOLOGY. 87 

swung from three sticks over a fire (made of red lights and 
crdpe paper). Punch may be served for the brew. Bobbing and 
biting of apples may be kept going on in other caves. 

An interesting Halloween game: Let some one start making 
up a ghost story with two or three sentences and every one in 
turn add two or three more lines (any one talking out of time 
pays a forfeit). — Opal Wallace, Dallas, Tex. 



HALLOWEEN SOCIAL. 

One Epworth League put on a Halloween Social that was 
voted a success by those who attended. The affair was held in 
the Sunday school room. Jack-o'-lanterns faced one from every 
angle in the big room. The electric light globes about the room 
were covered with orange crepe (noninflammable) paper, eyes, 
nose, and mouth of black paper being pasted on them. Two 
pumpkins for decoration were made by stuffing orange crepe 
paper with newspaper and shaping like a pumpkin. Pumpkin 
heads were cut out of paper, pasted on black paper curtains, and 
hung about the room. On the platform a fortune teller's booth was 
built out of cornstalks and branches of autumn trees. Inside in 
the glow of a red light sat the fortune teller, who read the palms 
of those young people who presented themselves. A tripod and 
caldron occupied the center of the room, the floor beneath it be- 
ing covered with cornstalks and apples. "Witch's brew" (lemon- 
ade or frappe) was found in the caldron. The guests helped 
themselves to the apples. 

A ghost in the hall silently directed every one upstairs. At 
the top of the steps another ghost motioned them to a place 
where they could leave their wraps. They were then directed to 
walk around the balcony and enter the Sunday school room 
from steps on the other side. 

On the way around they had all sorts of "scary" experiences. 
At one place "Tige," a boy dressed up as a dog, suddenly jumped 
out at them barking and growling. The young man w^ho took 
this part had a suit made out of brown crepe paper, the same 
being sewed on an old suit of clothes. A short tail was made 
by wrapping cloth around a piece of wire and covering the whole 
thing with brown paper. A brown hood and false dog face com- 
pleted his equipment, except that a small dog house had been 
improvised. "Tige" proved one of the "hits" of the evening. 



88 PHUNOLOGY. 

Further on an electric fan blew tissue paper streamers sud- 
denly into the faces of the guests. Ghosts patrolled the balcony 
to prevent any excitable one from toppling over to the floor be- 
low In his fright. 

Just inside the door that led downstairs, in a dark passage- 
way, stood another ghost, who insisted on shaking hands. He had 
a glove stuffed with wet sand on a stick, and you got that 
"creepy" feeling when you grasped the clammy thing. 

A witch waited at the door downstairs. She was introduced 
to each one and mumbled the name over to herself. 

A committee at the door attended to the introducing and then 
wrote the names of the arrivals on slips of paper, pinning these 
on the proper ones. 

1. As this was a crowd where a good many were unacquainted, 
a get-acquainted stunt was in order. The girls formed an outer 
circle, the boys an inner circle, and marched in opposite direc- 
tions to piano music. When the piano stopped, as it did at 
frequent intervals, the marchers stopped, faced one another, each 
learned the other's name, and they conversed until the piano be- 
gan playing, when they resumed the march. 

2. A ring, thimble, and penny had been hidden about the room, 
and the players were told to hunt them. When found they were 
informed that finding the ring indicated early marriage, the 
thimble single blessedness, and the penny wealth. 

3. FSte of Famous Ghosts. — The witch called certain folks to 
meet with the Witches' Council. The Witches' Council, com- 
posed of the witches and a few members of the Social Commit- 
tee, explained to the group chosen just what each was to do. 
The idea was to represent famous characters by covering the 
head with an old pillow casing in which eyes had been cut, 
and the body with a sheet, and indicating some telltale charac- 
teristic in some way. The persons called out by the witch im- 
personated these ghosts. 

The rest of the crowd were provided with paper and pencil 
and guessed the names of the famous ghosts. 

(1) George Washington, who walked across the platform car- 
rying a hatchet and a bunch of cherries. 

(2) Eve, carrying an apple and dragging a toy snake across 
the floor. 

(3) Queen Elizabeth and Sir Walter Raleigh. Sir Walter put 
down a cloak (white rag), upon which the Queen crossed an imag- 
inary mud puddle. 



PHUNOLOGY. 89 

(4) Diogenes, carrying a lantern. 

(5) Darwin, looking for the missing link. 

(6) Betsy Ross, sewing on American flag. 

(7) Napoleon, with white hat (paper) and folded arms. 

(8) Benjamin Franklin, with kite and key. 

(9) Theodore Roosevelt, with a big stick. 

(10) Carrie Nation. The witch stepped out and put up a sign 
with "Saloon" printed on it. Ghost carried rubber hatchet (ob- 
tainable at most ten-cent stores), destroyed the furniture in pan- 
tomime, and completed her wrecking expedition by knocking down 
the sign and trampling on it. 

4. A short, creepy ghost story was told by the witch, the crowd 
seated about on the floor, no light being furnished except such 
as came from a pan of salt saturated with alcohol. 

5. Blowing Out Candle. — Blindfold boy and girl. Turn them 
about and let them endeavor to blow out a lighted candle. 

6. Fortune-telling stunts: 

(1) Pumpkin with letters of the alphabet cut in it. Hang it 
from the transom of a door. Spin and let each take turn sticking 
a hatpin in it. The letter stabbed indicates the initial of the 
future life partner. 

(2) Three dishes are placed on a table, one with clear water, 
one with soapy water, the third empty. Blindfold participants. 
Lead them to the table and allow each one to touch a dish. If the 
finger is put in the clear water, it foretells happy marriage; 
soapy, marry a widow or widower; empty, single cussedness. 

(3) .Write fortunes on paper with lemon juice, which makes 
excellent invisible ink. One at a time each person visits the 
witch, who mumbles a few unintelligible words, then passes one of 
the strips of paper over a lighted candle and hands to the person 
waiting. Lo, the words of a fortune have appeared on what 
seemed to be a blank piece of paper! 

Refreshments. — Apples, ginger snaps, and "witch's brew" 
(lemonade with a little grape juice or loganberry juice added). 



HALLOWEEN FROLIC. 

Decorations. — Remember that Halloween decorations are 
necessary to the proper Halloween atmosphere. 

Bol)Mng for Apples. — In order to break up that awkward 
period when you are waiting for the crowd to gather, start guests 



90 PHUNOLOGY. 

to bobbing for apples floating in a big tub of water. On each 
apple is cut or pinned an initial. 

Chamber of Horrors. — Next the guests are conducted two at a 
time through the Chamber of Horrors, a dark room or passage- 
way where all sorts of creepy things happen. There is a rat- 
tling of chains, a terrifying noise made by scraping pieces of 
tin together, a ghost-guide who has a tantalizing v/ay of fright- 
ening you with the use of a feather duster, though, of course, 
you don't know it's a feather duster. Then there is a giant 
ghost whose very presence is "scary" and everything. He may 
be standing on stilts with back against the wall, and occasionally 
he moans piteously. Off in one dark corner every now and then 
two eyes flame for a second. These have been made by using 
empty eggshells in which have been inserted tiny electric light 
bulbs, which are flashed on and off. The ghost-guide tells a 
pitiful story about a friend who has died and makes each one 
handle parts of the dead man's body. These parts are kept on 
plates placed on a long table or on chairs. The guide may direct 
the victim's hands to each plate. It will not be necessary to 
lift the parts. As he comes to each one he moans and sobs 
out that "these are his poor dear eyes," etc. If you don't think 
this is some creepy experience, try it. The eyes are two hulled 
grapes, the tongue a raw oyster, the heart a piece of liver, the 
lungs a wet sponge, the brain a coil of rope dampened or a part 
of an ear of green corn. 

Pumpkin Head Game. — Make a pumpkin head out of heavy 
cardboard. Make a large cut-out mouth. Tack a wooden frame 
to your pumpkin head and a standard, so that it Vvill stand in 
an erect or slanting position as desired. The crowd should be 
divided into two sides, and each player attempts to toss, by an 
underhtand throw, a tennis ball through the pumpkin's mouth. 

Spook Minstrels. — A clever spook minstrel could be worked 
out. Two spooks capture a negro who, on being asked his name, 
answers "Sambo," and on a further demand for his other name 
tremblingly informs his captors that his "maiden name am 
Johnson." Mephisto and a ghost chorus now enter the scene 
of action, and one of the ghosts informs the negro that he need 
not fear, for it's no one but "Mephistopheles." "Mephiswhofor- 
lee?" queries Sambo. "Mephisto, Mephistopheles." "Well," an- 
swers Sambo, "it looks like the devil to me." The ghost chorus 
may then sing slowly and as spookily as possible to the tune of 
"Auld Lang Syne": 



PHUNOLOGY. 91 

"We're looking for young men, young men 

Who plan to take no wife. 
We'll put them in a dungeon dark 
And keep them there for life. 

We're looking for young folks, young folks 

Who never help the League. 
We'll build a fire that's roaring hot 

And skin them like a pig." 

Sambo, during the singing of this song, may protest his in- 
nocence of the crimes mentioned. 

A number of local "hits" may be pulled off by having the two 
chief ghosts act as interlocutors and Sambo as the minstrel. 

Some one may recite or sing: "The goblins'U get you ef you 
don't watch out." 

"De Backslidin' Brudder," in Park's Concert Quartets, would 
make a good number for a spook male quartet. "The Ghost of 
the Banjo Coon" and "The Ghost of the Terrible Blues" (Von 
Tilzer) would make good solo numbers. "I Want to Be Ready," 
a negro spiritual, would also be good for solo, quartet, or chorus. 

Jumping the Candles. — A dozen lighted candles are placed 
about two feet apart in a row across the room. Each candle 
represents a month. The young ladies are to hop from side to 
side over these, the candle that is snuffed out Indicating the 
month of marriage. This feature should precede the spook 
minstrel, that being the closing feature of your program. Serve 
wieners and rye bread or ginger snaps and sweet cider. 



OTHER HALLOWEEN SUGGESTIONS. 

One Epworth League had three fortune-telling booths. In ona 
was a fortune wheel. This may be made by pinning an Indi- 
cator on a piece of cardboard which has been marked off in 
twelve sections. The number at which the indicator points 
when it stops spinning indicates some fortune, a list being 
posted where all can read it. In another booth was a v/itch 
with the invisible ink fortunes which she "hocus-pocused" over 
a lighted candle. In still another booth was a gypsy palmist, 
who happened to be one of the Leaguers, who got off clever 
things because she knew a little about palmistry and a lot about 
her crowd. 



92 PHVNOLOGY. 

Apple Seeds. 

Name two wet apple seeds and stick them on the forehead. 
The first seed to fall off indicates that the person for whom it is 
named is not true. 

Apple Seed Jingle. 

The number of seeds in the apple tell the fortune after this 
fashion : 

"One, I love; two, I love; 

Three, I love, I say; 
Four, I love with all my heart; 

Five, I cast away; 
Six, he loves; seven, she loves; 

Eight, they both agree; 
Nine, he comes; ten, he tarries; 
Eleven, he courts; twelve, he marries." 

Fortune-Telling Peanuts. 

Prepare these by removing the nuts and putting in tiny folded 
bits of paper on which are written such words as "journey," 
"wealth," "success," "brunette," "blonde," etc. Give one to each 
guest. 

Yarn Test. 

Each girl drops a ball of yarn (ordinary string or thread will 
answer in a pinch) over the banister or balcony, holding tightly 
to one end and remaining unseen. The boys scramble for the 
ball, and when the yarn is drawn taut the girl calls: "Who holds?** 
The boy must reply with his true name. If the girl drops the 
end she holds, she will remain unmarried. If the yarn breaks, 
she will not marry any of those present. This scheme may also 
be used to arrange partners for refreshments. 

Counting Seeds, 

Each one is given an apple. The apple is to be cut in two, 
crossways, and the seeds counted. If two seeds are found, it in- 
dicates early marriage; three, legacy; four, great wealth; five, 
ocean trip; six, great public fame; seven, possession of any gift 
most desired by finder. 

Bean Fortune. 

Give out little sacks of beans, making no effort to count them. 
Each person may tell his or her own fortune then after the man- 
ner in which we used to count off buttons on our coats: 



PHUNOLOGY. 93 

"Rich man, poor man, beggar man, thief, 
Doctor, lawyer, merchant, chief. 

Rich girl, poor girl, beggar girl, crook, 
Schoolgirl, 'phone girl, servant girl, cook. 

This year, next year, no year, darn; 
Big house, little house, hotel, barn." 

A Giant Ghost. 

At one party a giant ghost met every one as he stepped into 
the room. He was tremendously tall and looked very funny 
when he bowed almost to the floor. He also had a peculiar habit 
of dwindling in size until he appeared only of normal height. 
Here is the secret: A ghost's head had been fastened on the 
end of a broom, a sheet was fastened about it at the neck, and 
the entire thing held up by a girl or boy inside, who held the 
broom by the handle, raising or lowering it at pleasure. 

A Goblin Party. 

Why not have a goblin party and have the guests come wear- 
ing a covering of sheets and old pillow slips? Number the gob- 
lins as they arrive, pinning the number on the breast. Pass out 
paper and pencils and let each one make his guess as to who's 
who, putting down the number and name. When sufficient 
time has been allowed for this, have each one in turn, beginning 
with number one, step before the crowd and unmask. Each 
player will check up on his own paper. The one making the 
most correct list may be awarded some prize. 



A BLACK-CAT PARTY. 

Invitation. — "The black cats are going to convene Monday 
evening, October 31, at eight o'clock. Be on hand for the fun. 
Epworth League, Sunday School Room." 

Decorate with all sorts and sizes of paper black cats. Play 
"Poor Little Pussy Cat," "Pussy Wants a Corner," "Cat and 
Mouse," and "The Minister's Cat." The latter game is played 
after this fashion: The players seat themselves about in a circle, 
with one player in the center. He throws a knotted handker- 
chief at one of the players and says: "The minister's cat is ." 

The player hit must finish the sentence with some word descrip- 
tive of the cat and beginning with the letter "A." Thus he an- 
swers: "An ambitious cat," "An agile cat," "An ancient cat," etc. 



94 PHUNOLOGY. 

Failure to respond at once or repetition of an adjective already 
used puts one out of the game. This is kept up until only one 
player is able to respond. When one letter is exhausted another 
may be chosen. 

The following "cat" contest may be used: 

1. A cat in a deluge? Cataclysm. 

2. A cat in a place of burial? Catacomb. 

3. A Roman cat? Cataline. 

4. A cat that has fits? Cataleptic. 

5. A tree cat? Catalpa. 

6. A library cat? Catalogue. 

7. A climbing cat? Catamount. 

8. A water cat? Cataract. 

9. A cat that needs to be doctored? Catarrh. 

10. A cat in trouble? Catastrophe. 

11. A cat in pleasing popular melody? Catchy. 

12. A religious cat? Catechism. 

13. A classified cat? Category. 

14. A cat in fruit stores? Catawba. 

15. A table cat? Catsup. 

The Black-Cat Society may now be organized, the first thing 
in order being the election of a Chief Howler. Make the elec- 
tion as exciting and amusing as possible by the nomination ol 
several people, having some one present the claims of each. The 
Chief Howler now takes charge and commands all brother and 
sister black cats to join in the society anthem. He then begins: 

"Three blind mice, 
Three blind mice. 
See how they run. 
See how they run. 
They all ran after the farmer's wife, 
She cut off their tails with a carving knife. 
Three blind mice," etc. 

The person to the right of the Chief Howler begins the song 
for himself by the time the Chief Howler has reached the second 
line. And so v/ith the person to the right of this one, and all the 
way around, each singing with complacent disregard of the other. 
Over and over they sing it. It ought to_be a "howling success." 
The Chief Hov/ler raps for order when ho figures the society 
anthem has been given its due emphasis and announces: "All In 



PHUNOLOGY. 95 

favor of adjourning for 'eats' say 'Meow.' " All the black cats 
answer with a chorus of "Meows," of course. 

Sweet milk and pie may be served. A milk-drinking contest 
may be put on, with some of the boys as contestants. The milk 
should be poured into saucers, and the contestants must "lap" it 
up like a cat. 

MEETING THE QUEEN OF HALLOWEEN. 

All guests, one at a time, must appear before the Queen of 
Halloween, kneel, and lift the right hand for her blessing. The 
queen, with pasteboard crown, sits on her throne over in one 
corner. She wears on her right hand a glove, which has sewed 
in its palm a copper wire, off the end of which has been scraped 
the insulation. This wire runs around back of her to the floor, 
where it is connected with a battery. This battery is so arranged 
that the queen can throw on the "juice" by stepping on a switch. 
The switch and battery, of course, are covered by her dress. 
As the victim kneels and extends his hand, the queen grasps it 
as if to shake hands, throws on the switch, and the subject leaps 
to his feet with a wild yell. 



CHAPTER XL 

NOVEMBER PROGRAMS. 

A Football Social. Harvest Home Social. 

Another Football Game. A Thanksgiving Party. 

"Pass It," with November Articles. 



A FOOTBALL SOCIAL. 

Each one as he comes in has a number pinned on his back, 
football style. Two sets of numbers have been provided — name- 
ly, A and B sets. Girls get even numbers, boys odd. Thus 1-A 
or 1-B would be a boy, and 2-A or 2-B would be a girl. 

1. Get Acquainted. — Form two circles, girls inner, boys outer. 
March to music in opposite directions. When the music stops, 
marchers stop and face each other. Each shouts his or her own 
name in a loud voice. They converse until the music starts. 
Then as it starts each one shouts the name of the person op- 
posite and begins to march as before. 

2. Football Guessing Contest. — Answers are to be made in 
musical terms: 

(1) What does the line need to do when hard pressed? Brace. 

(2) What decides the game? Score. 

(3) What kind of a football player does the coach call a man 
who on his first time out plays a fine game? Natural. 

(4) What does a football player who has been punched in the 
stomach need? Air. 

(5) With the score a tie, for what does the better team, pray? 
Time. 

(6) What does each team want to do? Beat. 

(7) What do players do on a muddy field when tackled? Slide. 

(8) What do players do between quarters? Rest. 

(9) What is the coaching squad sometimes called? Staff. 

(10) What is a game where neither side scores? Tie. 

(11) What do they often do to determine whether or not a 
team has made first down? Measure. 

(12) Of what two terms would you be reminded by a back field 
dressed in polka dot jerseys? Dotted quarter and dotted half. 

(13) What kind of head often spoils a good player? Swell. 

(14) For whom does she root at the game? Hymn (him). 
(96) 



PHU^JOLOGY. 97 

3. Shouting Proverhs.—Call out several groups of six numbers 
each, calling three odd and three even numbers for each group. 
These groups then decide, each, on some proverb of six words, 
as, for instance: "Make hay while the sun shines," "All that glit- 
ters is not gold," "A stitch in time saves nine." Each person 
In the group is given one word of the proverb, and by one group 
at a time the proverb is shouted, each person in the group shout- 
ing his word simultaneously with the others in the group. The 
rest of the crowd guesses what the proverb is. 

4. Surprise Quartets. — Call four groups of four numbers each, 
calling two odd and two even numbers for each group. These 
groups form quartets and must sing some song of their own 
selection. After each of the four quartets has performed, all 
four sing at the same time, each singing its own song. The 
judges, previously appointed, decide which is the worst quartet 
and give it some adequate recognition. 

5. Championshii) Football Conte^* between the A's and B*s.—^ 
Cover table with green paper or cl^jth. Mark off like a football 
field, placing goal posts at each end. These can be easily made 
out of sticks of wood. Empty an eggshell of Its contents and 
color it brown. Mark seams and lacing with ink so as to make 
the shell resemble a football as much as possible. It might be 
well to have another in reserve, so no interruption of the game 
will be occasioned by the breaking of the shell. The shell is 
placed in the center of the field, and contestants take turn in 
trying to blow it through the goal posts at the opponent's end 
of the table. Each successful attempt scores a touchdown for 
the team making it. The ball is placed in mid-field each time. 

Each side should select eleven players to represent them. The 
first half shall be considered played when each contestant on 
the two elevens has blown once. The game is ended when each 
team has had two chances for each member of the team. 

A variation of this plan is to place the ball in mid-field and 
at the sound of the whistle to have all the members of each 
team begin to blow. In this case a touchdown is scored when 
the ball goes over the goal line in bounds. When the ball is 
blown out of bounds, the referee puts it back out from the point 
where it went out of bounds. When the ball goes out of bounds, 
neither team is to begin to blow until the referee's whistle shall 
sound. Breaking this rule shall be considered an off-side play, 
and a penalty of "five yards" will be made. 
7 



98 PHVNOLOGY. 

The two sides are expected to root for their representatives 
during the progress of the game. 



ANOTHER FOOTBALL GAME. 

1. Mark out on the floor a football field with "ten-yard lines " 

2. Equipment. — A football, a baseball, and twenty-two Indian 
clubs or long-necked bottles; two sets of eleven slips of paper 
each, on which the following plays are written: 

(1) Forward pass, ten yards. 

(2) Penalty for holding, ten yards. 

(3) End run, thirty yards. 

(4) Penalty for off-side play, five yards. 

(5) Line plunges, fifteen yards. 

(6) Penalty for slugging, fifteen yards. 

(7) Penalty for coaching from the side lines, ten yards. 

(8) "Safety," score two. 

(9) Touchdown, score six. 

(10) Field goal, score three. 

(11) Penalty for unnecessary roughness to player receiving 
a forward pass, ten yards. 

3. The company is divided into two groups. Eleven players 
represent each group. A yell leader should be appointed for 
each side and should keep enthusiasm at a high pitch. 

4. At each goal line eleven Indian clubs are placed in a row a 
foot apart, and one of the prepared written plays is placed under 
each club. 

5. The players line up behind the clubs. 

6. Captains draw for first play. 

7. The football is placed in the middle of the "field," and the 
baseball is given to the captain of the side to play first. That 
captain rolls the ball at the opponents' Indian clubs. Three 
trials may be allowed. If the bail knocks down or hits a club, 
the slip beneath indicates the play. The umpire moves the foot- 
ball accordingly, registering either a penalty or a gain. Each 
player tries in turn, the sides alternating in rolling the ball. 

8. A scorekeeper keeps account of the scores made. 

9. One time around may be considered a quarter. At the end 
of the half the ball goes back to the center, before the third 
quarter begins. 

HARVEST HOME SOCIAL. 

Have the guests come dressed in country costumes of sundry 
character. For instance, there may be the village gossip, the vil- 



PHVNOLOGY. 99 

lage conscience, the village belle, the village old maid, the coun- 
try dude, the farmer, storekeeper, constable, etc. Award a prize 
for the best make-up. Lanterns, oil lamps, and candles are used 
for lights. Stalks of corn, pumpkins, ears of corn, and autumn 
leaves serve as decorations. Play rollicking old fashioned 
games, such as "The Jolly Miller," "Drop the Handkerchief," 
"Jacob and Rachel," "Going to Jerusalem," etc. A pumpkin 
seed hunt may be used to begin the fun. 

The Village Orchestra may perform at some place In the 
evening's program. Each one chooses an imaginary instrument. 
The leader announces the tune and then begins playing, making 
appropriate noise and movement for the instrument he selects. 
All players play their respective instruments in the same man- 
ner. The leader may be playing the flute. If he stops suddenly 
and begins playing the violin, then the violin player must take 
up the flute. The leader may change any time the notion strikes 
him. Any player failing to make the changes at the proper 
time must pay a forfeit, 

A Village Scandal may be enacted by having a mock trial in 
which Mr. Cy Sweeter may be tried for breach of promise. Miss 
Sadie Soothum is the plaintiff, and Judge Heeza Pest presides. 
The notables of the village are called in as witnesses. Squire 
Skinner acts as prosecutor and Hon. Hezekiah Goose as attorney 
for the defendant. 

Serve sandwiches, cookies, and coffee. 



A THANKSGIVING PARTY. 

Decorate with chrysanthemums, corn, pumpkins, autumn 
leaves, footballs, fruit, vegetables, etc. Each one may be asked 
to bring some donation in food or clothing to be used by the 
Social Service Committee in helping the needy. 

As each guest arrives have him write on a slip of paper his 
name and a number which indicates his guess on the number 
of petals on a large chrysanthemum in a vase near by. The 
paper is then pinned on the guesser and serves as an "ice 
breaker." After the apple race the petals may be counted and 
the winner awarded a chrysanthemum or some other inex- 
pensive prize. 

The Apple Race is next in order. Divide your party into two 
or more sides. Have them stand in straight lines facing one 
another and some four feet apart. An apple is given the leader 
of each line. At a given signal each starts the apple down his 



100 PHUNOLOGY. 

line, placing it with two hands into the two hands of the person 
next to him. This person passes it to the next in the same 
manner,- and so on down the line. The end person receives It 
and then runs as fast as possible to the head of the line, starting 
the apple down once more. This is continued until one side has 
had all of its players run with the apple, thus getting the 
original No. 1 back at the head Players run on the inside of 
the lines. 

Now count your chrysanthemum petals before the crowd and 
announce the winner of the guessing contest. 

Pass paper and pencils and give every one ten minutes to see 
how many words can be made out of the letters in "chrysanthe- 
mum." Fix up a pasteboard imitation medal with the inscrip- 
tion, "Champion Word Slinger, November — — , 1920, [place, 

State]," and pin this on the breast of the winner. 

Now announce that you have a mysterious bottle that never 
fails to answer questions correctly. The entire group forms a 
circle. One person stands in the center with a bottle, which is 
one of the long-necked kind. A large grape juice bottle will be 
just the thing. A Coca-Cola bottle will do. The person in the 
center asks the bottle a question, such as "Who is most deeply 
in love in this crowd?" or "Who has received the most pro- 
posals?" or "Who has the biggest ears?" He then spins the bot- 
tle on its base. The one to whom it points when it stops indi- 
cates its answer. This person now exchanges places with the 
person in the center, and the game continues as long as desired. 

Now try pinning the head on a turkey. Have a large picture 
of the Thanksgiving bird, minus the head, pinned on a sheet or 
curtain. Give each one a chance to pin the head in proper place 
after being blindfolded. 

Feather Football. — Now let the players divide into two sides 
and gather at opposite ends of a large table. In the center of 
the table is a downy feather. Players on both sides blow against 
one another in trying to get the feather over the opponent's 
goal. They may creep up as far as the middle of the table, but 
no farther. Should the feather go out of bounds — that is, off 
one side or the other — it is put in play out from the point where 
it went outside. 

Serve fruit salad and wafers. 



ANOTHER NOVEMBER GAME. 
Play "Pass It," using November articles. 



CHAPTER XII. 

DECEMBER PROGRAMS. 



Snow Frolic. 
Christmas Snowballs. 



SNOW FROLIC. 
Social fob December. 

Decorations. — Cover the floor with white, using old sheets, 
cheesecloth, or a borrowed tarpaulin. Sprinkle the floor with 
tinsel. Festoon the room with white. Make a snow man by- 
covering two bushel baskets with white. Make head by stuffing 
an old pillowcase, marking with ink eyes, nose, and mouth, 
and placing an old pipe in the mouth. Make this snow man as 
realistic as possible and place him in a conspicuous position. 
Stuff inexpensive presents in around his neck, tying them to 
white and red strings that shall hang outside. The white strings 
shall be for the girls, the red for the boys. After the ice-guess- 
ing contest have each girl and boy visit the snow man to get a 
present. 

The first feature of the evening's fun will be an "Icicle Game." 
Have a wire stretched across the room. Tie sticks of candy on 
it. Blindfold the young people as they arrive, hand each a pair 
of scissors, and let them attempt to clip an "icicle." Participants 
are not allowed to feel around for the wire, but must clip wher- 
ever they stop. 

Divide the crowd into two sides for the snowball-throwing. 
This can be done rapidly by having them draw from a hat slips 
on which are written either "White" or "Gold." Captains are 
appointed for the two teams, and they line up for the contest. 
A target is provided by tacking a sheet on the wall. In the 
center is a black piece of cheesecloth about one foot in diameter. 
Contestants stand at a distance of something like fifteen feet 
and toss a tennis ball, which has been dipped in a plate of flour, 
at the target. Every hit in the black center counts a point, the 
sides taking turn in throwing. 

Announce now that you are to have a snowstorm. In the be- 
ginning of the evening you have given to each girl a small cir- 

(101) 



102 PHUNOLOGY. 

cular piece of white paper on which was written a number. 
This, you told her, was her "snowflake," and that she would need 
it later in the evening. You didn't explain further. Following 
your announcement of the "snowstorm," some one goes to the 
balcony or stands on a chair and calls all the young men to 
gather beneath him. He has a handful of "snowflakes," dupli- 
cates of the ones given out to the girls. Each man is instructed 
to get him a snowflake as they descend. He then searches for 
the girl with the duplicate, and she becomes his "snowflake" for 
the rest of the evening's fun. 

Each young man and his "snowflake" now work together on 
an ice-guessing contest. It is represented in words that end in 
"ice" or "ise": 

1. The ice of inducement. Entice. 

2. The fussy ice. Precise. 

3. The ice most feared by womankind. Mice. 

4. The ice of games. Dice. 

5. The ice that should satisfy. Suffice. 

6. The ice of religious worship. Sacrifice. 

7. The aromatic ice. Spice. 

8. The ice of established value. Price. 

9. The ice of invention. Device. 

10. The ice among grain. Rice. 

11. The miser's ice. Avarice. 

12. The ice of habit. Practice. 

13. The ice of the faithful Epworth Leaguer. Service. 

14. Heavenly ice. Paradise. 

15. The ice of peacemakers. Armistice. 

Immediately on the completion of this contest announce that 
the next event will be a "Frost." Invite about six couples to 
go out of the room. Explain to the rest of the crowd the nature 
of the "frost" and then call in one of the persons sent out of 
the room. A chair has been arranged. A boy is brought in and 
directed to the chair, behind which stands a pretty girl. He is 
then blindfolded. A young man, previously selected, steps noise- 
lessly over from the crowd and kisses the blindfolded victim 
lightly on the cheek, dropping immediately back into the crowd. 
The blindfold is taken off, and the young man looks around to 
see the pretty girl still standing behind the chair. He is in- 
vited to take his place with the crowd. A young lady is brought 
In. A young man stands behind the chair, and a young lady 



PHUNOLOGY. 103 

steps over from the crowd and perpetrates the "frost." Screams 
of laughter greet this performance. 

Refreshments. — Ice cream and frosted cake. Pop corn hallg 
may also be used. 

It would be lots of fun to give this social In the spring or 
summer for the novelty of the thing. In that case thermometers 
imbedded in ice should be placed in conspicuous positions, and 
the strings about the snow man's neck, instead of having pres- 
ents, would have fortunes tied to them. 



CHRISTMAS SNOWBALLS. 

Divide your crowd into two sides. Line the players up and 
give a basket decorated with holly and ribbon to the leader 
of each group. Place on the floor before each line a row of 
five cotton snowballs. The race is now to be run after the fash- 
ion of a potato race. The first person picks up the snowballs, 
puts them in the basket, and returns to deliver the basket to 
the next in line. This person now replaces the snowballs on 
the floor in proper place. And so on it goes until every player 
has run the course. 



PART 11. 

CLASSIFIED PLANS FOR VARIOUS SORTS OP 
ENTERTAINMENTS. 

(1051 



CHAPTER XIII. 

SOCIALS. 

Bible Evening Social. A Track Meet. 

Family Social. Newspaper Social. 

Bean Social. ^— ' A Smile Social. 

An Indian Party. A Circus Party. 

Japanese Social. An Excursion to Epworth. 

Peanut Social. An Alphabet Party. 

Aeroplane Party. Big Bluff College. 
Pollyanna Social. 



BIBLE EVENING SOCIAL. 

"Why not have a Bible social? Dry? Well, I should say not! 
You might use this social to introduce a Bible study class in 
the Chapter, but it will go even though you are not contemplat- 
ing the organization of such a class. 

Mixing Game. 

Give out two sets of slips. On one set have Bible questions, 
on the other the answers. Number all slips, questions and an- 
swers being numbered alike. Thus a slip numbered 1 would 
have this question: "Which of the apostles was first martyred?" 
The answer would be on slip numbered 1 in the other set and 
would say: "James, brother of John, beheaded at Herod's order 
(Acts xii. 2)." The girls may be given the questions and tlie 
boys the answers. Let them match up for partners. When each 
has found her answer, the questions are all read by the leader, 
and each couple responds with the answer to its particular 
question. 

Bible Pictures. 

Cut out Bible pictures of all kinds and pin them on the wall. 
Number tl^em and have the players write down on slips of paper 
who or what the pictures represent. 

Biblical Alphabet. 

Have the players sit or stand in a circle, with one player stand- 
ing in the center. This player calls a letter and points to some 
player while he counts slowly. The player pointed out must 

(107) 



108 PHUNOLOGY. 

answer with some Biblical proper name before ten is counted. 
If he fails he exchanges places with the player in the center, 
and the game proceeds. 

Bible Charades. 

Divide your company into two or more groups and have them 
present charades, presenting Bible characters in this manner. 
Let the committee have suggestions ready for those needing 
them. The young people will work out some clever things 
themselves, however. We offer a few suggestions, though some of 
them may seem a little far-fetched: 

1. Adel. — One of group says "I can" to everything suggested 
by his colleagues. 

2. Jacoh (J-cob), — The group forms the letter J, each player in 
the formation holding up the right hand, with the index finger 
crooked. One player comes out with a cob pipe in his mouth. 

3. Daniel (Dan-yell). — Entire group indulges in yelling prac- 
tice, using this yell: 

"Tribe of Dan! Rah! Rah! 
Tribe of Dan! Rah! Rah! 
Tribe of Dan! Rah! Rah!" 

4. Solomon (Solo-man). — Have a boy of the group render a 
solo. It may be a serious attempt or a ridiculous one. It doesn't 
matter. 

5. Isaiah (I-say-yah). — One of the group represents an Immi- 
grant who answers "Yah" to everything asked him. Each time 
the person asking the question will follow up with, "What did 
you say?" and the invariable answer of the immigrant is: "I say 
'yah.' " 

6. Aaron (A-run). — Have some one of group run across the 
floor. 

7. Amos (A-muss). — Have the group engage in a terrific row. 

8. Samson (Sam's son). — Let one boy of the group come out 
leading another by the hand. Some one of the group will say, 
"Who is that you have with you, Sam?" and the answer will come 
back: "O, that's my boy." If there is considerable difference in 
size between Sam and his son, in favor of the son, it may add to 
the merriment. 

9. Mark. — One of the group steps up to the blackboard and 
'draws a line, then steps back to the group. 

10. Matthew (Math-hue). — The group can discuss the difficulty 



PHUNOLOGY. 109 

of an examination in higher arithmetic, algebra, or geometry— 
"math," as the schoolboy calls it. Following this, several girls 
will put on this stunt: Let one act as a saleslady, the others com- 
ing in to match some dress piece. The saleslady will show them 
indigo, dark blue, navy blue, etc.— different hues of the same 
color. 

11. Luke (Look, the way some of our Italian friends pronounce 
it).— Have group come out talking broken English, Italian fash- 
ion, then suddenly stopping to gaze intently upward. Stand in 
this gazing attitude for a short while. 

12. Nehemiah (Knce-he-my-ah).— One of the group comes run- 
ning out, stumbles, and pretends to have injured the knee. Next 
two girls sit down and talk incessantly, "he" seeming to be the 
favorite and only topic worth discussing. The entire group comes 
out. One of them makes exaggerated claims of ownership, to 
which the crowd ansv/ers in mock astonishment: "Ah!" For in- 
stance: "See this crowd. That's my crowd." "Ah!" comes from 
the group. "See this Sunday school. It's my Sunday school." 
And so he may lay claim to the chandelier, to pictures on the 
wall, to the piano, etc. 

Bible Name Contest. 

Divide the company into two sides and line up as in a spelling 
match. The leader of cue side will begin the game by giving 
the first syllable of ib^ name of some Bible character. The 
leader of the oppo&xn„' oide will complete the name, if he can. 
Should he fail, he must drop out. First one side and then the 
other proposes a first syllable, the contest moving on down the 
line. At the end of a certain number of rounds, depending on 
the size of your crowd, let the players, still standing in line, 
for each side be counted. 

Bible Character Alphabet. 

This is another game that may be used where a writing game 
is desired. Give each a sheet of paper on which is the follow- 
ing: 

A was a monarch who reigned in the East (Esther i. 1). 
B was a Chaldee who made a great feast (Dan. v. 1-4). 
C was veracious when others told lies (Num. xiii. 30-33). 
D was a woman heroic and wise (Judges iv. 4-14). 
E was a refuge where David spared Saul (1 Sam. xxiv. 1-7). 
F was a Roman, accuser of Paul (Acts xxvi. 24). 



110 PHUNOLOGY. 

G was a garden, a favorite resort (John xviii. 1, 2; Matt. xxvi. 3C). 

H was a city where David held court (2 Sam. ii. 11). 

I was a mocker, a very bad boy (Gen. xvi. 16). 

J was a city preferred as a joy (Ps. cxxxvii. 6). 

K was a father whose son was quite tall (1 Sam. ix. 1, 2). 

L was a proud one, who had a great fall (Isa. xiv. 12), 

M was a nephew whose uncle was good (Col. iv. 10; Acts xi. 24). 

N was a city long hid where it stood (Zeph. ii. 13). 

O was a servant acknowledged a brother (Philem. 16). 

P was a Christian greeting another (2 Tim. 1. 1, 2). 

R was a damsel w^ho knew a man's voice (Acts xii. 13, 14). 

S w^as a sovereign who made a bad choice (1 Kings xi. 4-11). 

T was a seaport where preaching was long (Acts xx. 6, 7). 

U was a teamster struck dead for his wrong (2 Sam. vi. 7). 

V was a cast-off and never restored (Esther i. 19). 

Z was a ruin with sorrow deplored (Ps. cxxxvii. 1). 

The first person to turn in a complete list of correct answers 
is the winner. 



FAMILY SOCIAL. 

Lots of fun may be had at a family party. Give each person 
a slip with a name on it, then have the family groups find 
one another. It adds to the merriment for the individuals of 
the groups to act out the parts assigned them. There may be 
present for the occasion: 

Mr. and Mrs. Fortune and Miss Fortune. 

Mr. and Mrs. Wind and Augusta Wind. 

Pa and Ma Orr and May Orr or the Orr kid. 

Mr. and Mrs. Monee and AUie Monee. 

Mr. and Mrs. Torr and Ed E. Torr. 

Mr. and I\Irs. Gate and Ed U. Gate or Delia Gate. 

Miss and Mrs. Purr and Pa Purr. 

Mr. and Mrs, Cute and Percy Cute. 

Mr. and Mrs. Furr and Lucy Furr. 

Mr. and ]Mrs. Fishal and Bennie Fishal. 

Mr. and INIrs. Roosh and Charlotte Roosh. 

Mr. and Mrs. Flower and May Flower. 

Mr, and Mrs, Lynn and Maud Lynn. 

Mr. and Mrs. Land and Mary Land. 

Mr, and Mrs. Harmonic and Phil Harmonic, 

Mr. and Mrs. Pole and May Pole. 



PHUN0L0Q7. Ill 

Father and Mother Dote and Aunty Dote. 

Mr. and Mrs. Cohol and Al Cohol. 

Mr. and Mrs. Chovy and Ann Chovy. 

Mr. and Mrs. Shunary and Dick Shunary. 

Mr. and Mrs. Terry and Miss Terry. 

Mr. and Mrs. Mall and Annie Mall. 

Mr. and Mrs. Mate and Annie Mate. 

Mr. and Mrs. Muss and Annie Muss. 

Mr. and Mrs. O'Dyne and Ann O'Dyne. 

Mr. and Mrs. Gory and Allie Gory. 

Mr. and Mrs. Tom and Tom Tom. 

Mr. and Mrs. Minn and Jessie Minn. 

Mr. and Mrs. Onn and Carrie Onn. 

Mr. and Mrs. Seemine and Cal Seemine 

Mr. and Mrs. Mum and Max E. Mum. 

Mr. and Mrs. Netood and Mag Netood. 

Mr. and Mrs. Tress and Matt Tress. 

Mr. and Mrs. Eric and Gene Eric. 

Mr. and Mrs. Alogie and Jennie Alogie. 

Mr. and Mrs. Gee and EfRe Gee. 

Mr. and Mrs. Sarry and Emmie Sarry. 

Mr. and Mrs. Grant and Emma Grant. 

Mr. and Mrs. Nate and Emma Nate. 

Mr. and Mrs. Side and Sou E. Side. 

Mr. and Mrs. Bret and Sou Bret. 

Mr. and Mrs. Mursteel and Bessie Mursteel. 

Pa and Ma "Ware and Bee Ware. 

Mr. and Mrs. Lowe and Bill Lowe. 

Mr. and Mrs. Burr and Cal E. Burr. 

Mr. and Mrs. Link and Bob 0. Link. 

Mr. and Mrs. Binnette and Bob Binnette. 

Mr. and Mrs. Runage and Pat Runage. 

Mr. and Mrs. Veer and Percy Veer. 

Mr. and Mrs. Quill and John Quill. 

Mr. and Mrs. See and Fan See. 

Mr. and Mrs. Cose and Joe Cose. 

Select such of these names as you need for your crowd. As 
soon as the family groups are gathered have each of them pre- 
pare some stunt. Games may be played, or the families may en- 
gage in an indoor picnic. 

One feature of the evening should be an Introduction to the 
Fly family. One at a time the entire company is taken In. 



112 PHUNOLOGY. 

There are Mr. and Mrs. Butter Fy, Miss Dragon Fly, Miss Horse 
Fly, and Mr. Letter Fly. When the latter is introduced he 
gently slaps the person being introduced in the face with a wet 
cloth. All Flys stand with hands behind them, reaching out the 
right hand on being introduced. They may be dressed in all 
sorts of ridiculous costumes, using kimonos, bathrobes, shawls, 
etc. 

Serve "eats" in picnic style. 



BEAN SOCIAL. 

Hand out cards on which are written invitations something 
like the following: "Have you ever been to a bean social? Come 
out Friday evening, eight o'clock, and see the popular (?) army 
food featured in an evening's program of fun." 

Bean Guess. 

Have a glass jar filled with beans. Let each one make a guess 
as to the number. 

Bean Quiz. 

Give each ten beans with instructions as to how to proceed. 
When one is tripped into answering some questions by "Yes'* 
or "No," either in ordinary conversation or by catch questions, 
he surrenders a bean. This contest may run through the whole 
evening, and at the close the one with the largest number of 
beans is declared winner. 

Bean Stunts. 

Give out slips on which are written "Navy," "Pole," "Lima," 
and "String." Have an equal number of each. Tell the players 
now to find all those with the same name they have on their 
slips. No announcements are allowed, such as "All Strings gath- 
er over in this corner." Each player finds some one else of his 
group. They join hands and seek somebody else and so on till 
the entire group has finally gathered, all holding hands. As 
soon as all four groups are gathered they unclasp hands, and 
each group prepares a stunt. Allow anywhere from fifteen min- 
utes to half an hour for this preparation. Give a sack of jelly 
bean candy to the group that puts on the best stunt. This is to 
be decided by three persons who have been appointed judges. 



fBUNOLOOr. lit 

Bean Bag Relay. 

Have each group represented by a team of anywhere from 
five to ten players. All players are seated, except one for each 
team. This person stands a few feet in front of his row and 
midway between the end men of the row, the teams being lined 
up in four rows. At the word "Go" No. 1 In each row stands, 
and the middleman tosses the bean bag to him. He returns it by 
tossing and sits down. As soon as he sits down his teammate, 
No. 2, can arise, and the middleman then tosses to him. And so 
on it goes down the line. When' the last player in the line has 
received and returned the bean bag, the middleman drops it on 
a table or the floor and runs to the last seat, the players move 
up one, and No. 1 takes the middleman's place as tosser. So it 
continues until the original middleman has come back to that 
position, when he must shout the name of his team, "Navy," 
"Pole," etc. The first team finishing up, of course, is declared 
victor. Again jelly beans may serve as awards. 

Bean Lift. 

Let each group select a team of five players to represent them 
in a bean-lifting contest. Have contestants sit around a large 
table, each having in front of him a saucer containing ten beans. 
Each is provided with two round toothpicks. Without wetting 
the toothpicks, he must lift the beans out of the saucer and 
place them on the table in front of him. A starter stands at 
the head of the table and shouts, "Hands up!" when all players 
must hold toothpicks high in the air. Then, "One, two, three," 
and on "three" all toothpicks are lowered, and the contest is on. 
When one player has lifted as many as five beans from his 
saucer and placed them on the table, he shouts "Beans!" Im- 
mediately all players must stop. All beans on the table are then 
counted, and each team is credited with the total number of 
beans on the table before its representatives. After ten trials 
the total score for each team is announced and the winner de- 
clared the champion bean-lifting team. You might crown the 
victors with wreaths made by tying long string beans together. 

Mess Call. 

Everybody who served In the army will readily get the signifi- 
cance of having a bugler blow the army mess call just before 
you serve "chow." It would be lots of fun to serve a small 
portion of baked beans and brown bread to each one, with a 
8 



114 PHUNOLOGY. 

slice of pickle on each plate. Follow this with ice cream and 
cake. Make every one line up, get his own plate, spoon, etc., 
and pass by a table where efficient "K. P.'s" serve out the por- 
tions of beans, bread, etc. A second round will have to be made 
for ice cream if objection is made to serving it at the same 
time with the beans. Jelly beans might be an additional feature 
of refreshments. 

Songs. 

Bean songs were popular in the army, and it would be jolly 
good fun to have some of the soldier boys teach the crowd to 
sing some of these songs. Here is one that would go well in 
quartet: 

Tune: "Pray for Sunshine, but Always Be Prepared for Rain." 

Pray for beefsteak. 

But always be prepared for beans; 

Pull up the slack that's in your belt. 

That old army chow will always take care of itself. 

Keep on smiling; 

Link your smiles up to some golden dreams. 

Beans for supper, beans for dinner, 

Beans in summer, beans in winter, 

Pray for beefsteak. 

But always be prepared for beans — or anything. 

Another "chow" song that is popular is "To-Day Is Monday,** 
which appears elsewhere in this book. 



AN INDIAN PARTY. 

This jolly party may be adapted for indoors or outdoors, win- 
ter or summer. 

Invitation. — Cut out small paper arrows or tomahawks and 
write the invitations on them. 

Decorations. — Use plenty of foliage, cornstalks, and anything 
to get the "woodsy" atmosphere. In one corner put up a small 
wigwam made of blankets, with an electric light camp fire in 
front of it. 

As the guests arrive fasten a band of cloth around the head 
of each one. Let a piece of the cloth, attached to this band, 
hang down the back. Parallel slits every two or three inches in 
this piece are for feather inserts as the players win in contest! 



PHUNOLOGY. 115 

during the evening. One feather to stick straight up under the 
band or in the hair is given to each one at the beginning. An 
abundance of chicken and turkey feathers should be on hand. 

Big Game Hunt. — Begin the evening's fun with a big game 
hunt. The Social Committee has been busy during the week 
cutting out pictures of animals of all sorts from newspapers, 
magazines, etc. These have been hidden about the room. All 
the Indians search diligently for them. The one bringing in the 
most big game gets a feather for his headdress. 

Archery Contest. — Now both braves and squaws engage in an 
archery contest. Animals have been cut out of cardboard — 
bears, lions, deer, buffaloes — leaving an inch at the bottom to be 
bent back as a base, so the animals can stand. Each player is 
given three shots with bov/ and arrow, a feather being awarded 
for each hit. 

Animal Hunt. — Another sort of animal hunt that may be used 
is to mix the letters in the spelling of various animal names 
and award a feather for the first correct list turned in to the 
committee. A suggestive list follows: 

1. Rabe (bear). 

2. Bratib (rabbit). 

3. Plehnate (elephant). 

4. Neyha (hyena). 

5. Fagrife (giraffe). 

6. Drapeol (leopard). 

7. Sumtapopopih (hippopotamus). 

8. Razeb (zebra). 

9. Loaffub (buffalo). 

10. Gauron-gautno (ourangoutang). 

Indian Ambush. — Divide the company into two sides, Shaw- 
nees and Apaches. Have them seated opposite one another. 
First one side "plays" hide, then the other. Players may hide 
anywhere in the room and behind, on, or under anything, no 
matter what its size. Each player makes up his mind where he 
will "play" hide. The other side then guesses where Indians 
are hidden, each in turn having a guess. "I guess there is an 
Indian behind the victrola," says No. 1 of the Apaches, for in- 
stance. The Shawnees hiding there must all " 'fess up" by stand- 
ing. The next Apache then guesses and so on. Then the 
Apaches "play" hide, and the Shawnees guess. Of course you 
understand that no one really hides, but merely makes up his 
mind where he would hide and remains seated. After each roun^ 



116 PHUNOLOGY. 

the Indians discovered are considered prisoners and cannot hide 
again. Thus the game goes on until one side is eliminated by 
having all its warriors discovered and taken prisoners. No 
player can change his hiding place after the guessing begins. 

Indian Chase. — This is the old game of "Last Couple Up." 
The Indians stand in couples, a brave and a squaw, in a long 
line behind one Indian, who stands something like ten feet in 
front of them. The Indian calls, "Squaw and brave up," and the 
last couple in line must run toward the front on either side of 
the line and try to join hands in front of the chaser. The chaser 
may not start until they are in line with him and may not 
turn his head to see where they are coming from. The couples 
may vary their method of approach, coming up close to the 
line or circling far out on either side or one detouring and 
the other keeping in close. If the chaser catches one of them 
before they can clasp hands, the Indian tagged becomes chaser, 
and the former chaser takes the other partner for his own and 
stands at the head of the line, which moves back one place. 
If the couple are not caught, they are free. 

Refreshments. — "Laughing water'' (lemonade) and wolf meat 
(hot "dog" sandwiches). 

Another Indian Party. 

Where there happens to be a large crowd, the company may 
be divided into several groups, say the Shawnees, Apaches, 
Cherokees, and Sioux. Have a chief appointed for each tribe. 
Give every one present some Indian name. They are to be called 
by that name all evening, wearing the appellation on the coat 
or waist. There will be Rain-in-the-Face, Sitting Bull, Eagle 
Eye, Hiawatha, Minnehaha, Uncas, Powhatan, Pocahontas, Fleet- 
foot, Heap-Much-Ugly, etc. 

Let the tribes engage in the "Big Game Hunt" as outlined 
for the first party. Award three feathers to the chief of the 
tribe bringing in the most big game, two feathers for the second 
largest number, and one for third. Stick these in the headpiece 
of the victorious chief. 

Arehery Contest. — The same contest that is outlined for Party 
No. 1; but instead of awarding feathers to individuals as they 
score hits, award feathers to the chiefs of the tribes finishing 
with the best scores, three for first, two for second, and one for 
third. 

Braves' Relay. — Select three or four braves to represent each 



PHUNOLOGY. 117 

tribe. Put all sorts of obstacles in the race course— pans, chairs, 
books standing on end. These must be run around or jumped 
over, the runner not being allowed to touch or move any of 
them. The course for each tribe must be the same. Strir.gs 
four feet in height are stretched across the course, and runners 
must duck under these. The first brave for each tribe has been 
provided with a tomahawk (cut out of cardboard), and at the 
signal to "Go" each starts down the course and then makes it 
back to the starting point, handing the tomahawk to the second 
brave, who also runs through and back and so on until the 
entire team has made the course and back, the last man handing 
the tomahawk to the chief of his tribe, who immediately holds 
it aloft. If a runner touches any of the obstacles or runs into 
the string, he must go back and begin again The tribal chiefs 
are awarded feathers according to the order in which their 
teams finish, three for first and so on. 

Squaws' Relay. — Select four to eight girls from each tribe, 
toeing the starting line. Directly opposite each team and at 
the far end of the room draw a circle about a foot and a half 
in diameter. Inside of each circle set up three Indian clubs 
(tenpins or long-necked bottles will do) in triangular position. 
At a given signal the first squaw for each tribe runs to her 
circle, places the Indian clubs just outside the circle in triangu- 
lar position, and runs back to touch off the second runner, who 
runs as fast as possible to the circle and places the Indian clubs 
back inside the circle. And so on it goes, one runner placing 
them outside, the next inside. Always the Indian clubs must 
be placed in upright position; and should one fall, the runner 
must go back and set it upright. No runner must beat the touch- 
off by crossing the starting line before a teammate has returned 
and slapped the outstretched hand. Chieftains are awarded 
feathers according to the order in which their teams finish. 

Now let the chieftains count feathers and announce the win- 
ning tribe. To this tribe some suitable award may be made. 
For instance, each brave and squaw may get a small stick of 
marshmallow corn such as can be bought at the confectionery 
for a penny, or a bag of wampum may be given to the chief — 
a sack with a quantity of candy corn kernels in it. Singing 
popular Indian songs, such as "Indianola," "Pretty Little Rain- 
bow," and others will add something to the pleasure of the 
evening. "The Land of the Sky-Blue Water" would make an 
appropriate solo. 



118 PHUNOLOGY. 

JAPANESE SOCIAL. 

Decorate with Japanese lanterns, Japanese parasols, fans, bam« 
boo, pink tissue paper cherry blossoms and chrysanthemums. 
Write your invitations Japanese fashion, up and down instead 
of across, or write them on fan-shaped pieces of cardboard. 

As guests arrive have the committee greet them Japanese 
fashion, bowing verj^ low three times and saying: "Konichiwa" 
or "Kon-ban-wa" (Good evening). The committee should be 
dressed in Japanese costume. When guests leave, the committee 
might say "Sayonara." 

Japanese Quiz. — Get information as to what your denomina- 
tion is doing in Japan. Write down questions on the country, its 
history, customs, missionary work, etc. Give each guest a sheet 
of paper. Inform them that the answers to the questions may 
be obtained from persons in the room wearing the numbers of 
the particular questions. It is unfair to obtain the answers from 
any one else. The first person to turn in a complete and correct 
list of answers should be given some suitable award, such as a 
chrysanthemum, for instance. At the close of this game have 
some one read the questions and let the entire company reply in 
concert. This quiz will serve as a novel way of mixing your 
crowd and at the same time getting to them some worth-while 
information. 

Japanese Game. — Divide the company into two sides. Have 
them face one another some six or eight feet apart. The heads 
of the two lines advance toward one another, hands behind 
them, while a referee counts "One, tv/o, three." On "three" 
both players extend hands toward one another. The hands 
may be extended in one of three ways — with fists clenched, like 
a stone; with palm flat, like paper; or with first and second 
fingers spread, like a pair of scissors. If the opponents choose 
the same way, they must try again. If one has the fist clenched 
and the other the palms flat, the latter wins, because paper can 
wrap up a stone; the two fingers spread beats the open palm, 
because scissors cut paper; and the clenched fist beats the 
fingers spread, because a stone can ruin scissors. The player 
who wins may remain standing, the loser sitting down. Or the 
winner can drop back of his line a few feet. The contest con- 
tinues, the next two players advancing and matching, and so on 
until all the players have tried it. The side scoring the most 
winnings is victor. 

Fan Guess. — To the Japanese the fan is the emblem of life. 



PHUNOLOGY. lid 

Therefore any Introduction of the fan Idea Is appropriate. The 
answers to the following questions contain the letters "fan" or 
"phan"; 

1. A girl's fan? Fanny. 

2. An excitable fan? Fanatic. 

3. A Chinese fan? Fan-tan. 

4. A trumpet fan? Fanfare. 

5. A dancing fan? Fandango. 

6. A fan seen among pigeons? Fantail. 

7. A musical fan? Fantasia. 

8. An ethereal fan? Phantom. 

9. A whimsical, "imaginary fan? Phantasy. 

10. A capricious fan? Fancy. 

Japanese Fan Race. — Divide the company Into two sides. Have 
one representative from each side contest at a time. Count one 
point for each "win" and at the close announce the winning side. 
Give the two contestants each a fan and a downy feather. They 
must fan the feather over an agreed course, not allowing it to 
touch the floor until it is across the finishing line. The feather 
may be caught on the fan to prevent its falling to the floor, but 
contestants are not allowed to advance while holding It on the 
fan. 

Japanese Fan Ball. — This is a good contest for the out-of-doors 
and may be played on a tennis court, if one is available. Two 
players contest at a time, one for each side. Ordinary Japanese 
fans with handles or palm leaf fans are necessary, as well as 
toy balloons. A goal post, two uprights six feet apart, and a 
crosspiece are set up at each end of a field the size of a tennis 
court. A smaller goal and crosspiece are set up in the center, 
midway between the two goals. Two captains choose sides. 
When the umpire claps his hands each captain tosses his ball 
high in the air. The two players then try to keep the ball In the 
air and going toward the opponent's goal by fanning and guid- 
ing. The ball must go over or under the middle barrier and then 
through the goal on the opposite side. If it should fall to the 
ground, the player may pick it up on the fan, as a tennis ball on 
a racket, not being allowed to touch it with the hands. Follow- 
ing these, two more players contest, and so on until the entire 
company has taken part. Points are counted, and the winning 
team is announced. 

Japanese Crab Race. — Let four players represent each side. 
Line them up back of the starting point, the first two on all fours, 



120 PHUNOLOGY. 

with heels on starting line. At the signal to go these make their 
way as rapidly as possible backward to a goal line some eight 
or ten yards distant. As soon as their hands touch this goal 
line they may stand erect and rush back to the starting point, 
slapping the next teammate, who had assumed the "crab" posi- 
tion as soon as he saw his partner cross the goal line, on the 
outstretched hand. This player then starts back to the goal line 
and returns to touch off his next teammate, and so on. The last 
player claps his hands on returning and crossing the starting 
line. 

Refreshments. — Serve rice cakes and cherry ice. Tea and 
sponge cake would also be appropriate, or sugar wafers. 

Another Japanese Game. 

Catching the Snake's Tail. — One player is "it." The rest all 
form a line, with hands on one another's shoulders. The object 
of the chaser is to tag the last player in the line. The line 
winds in and out and endeavors to prevent him from doing 
this. Should the last player be tagged, he becomes "it," and the 
chaser takes the head of the line. If the line becomes broken, 
the player responsible becomes chaser. 



PEANUT PARTY. 

Write invitations on thin paper, roll or fold them, and insert 
them in peanut shells emptied of their contents. Tie up each 
shell with a bit of narrow baby ribbon. 

Blind Peanut Hunt. — Blindfold every one and then conduct a 
peanut hunt, placing the peanuts about on chairs and tables, 
being careful to move out of the way all breakable bric-a-brac. 
Or the peanut hunt may be conducted in the regular way. 

Pea-nut-Rolling Contest. — Place peanuts on starting line at in- 
tervals of three feet. Give each contestant a toothpick. At sig- 
nal all commence to roll peanut^across the room to the goal line. 
Immediately on their finish another row of contestants take 
their places and start the next race, and so on until all the 
crowd have participated. The winners of the various groups 
will then contest to decide who is the champion peanut roller. 

Peanut Dip Race. — Each player thrusts the right-hand palm 
down into a bowl of peanuts, scooping up as many as possible 
on the back of his hand. He must then walk rapidly around the 
room, carrying on his hand all the nuts scooped up. The player 
bringing back to the goal the most peanuts wins. 



PHUNOLOGY. 121 

Progressive Peanut Stab. — In the center of each table place a 
bowl containing one hundred peanuts in shell. Lay a long hat- 
pin at each plate. At the head table have a bell. Each player 
has his right hand tied to his side by a ribbon or cord and la 
then seated. Be sure to have the same number of players at 
each table. The Chairman of the Social Committee may now 
ring the bell at the head table, and all players begin to spear 
peanuts from the bowl. When the bowl on any table is empty, 
the fact should be announced, and immediately all stabbing at 
all tables ceases, and players count their peanuts. The two 
with the largest number at each table progress to the next table, 
having tally card punched and score noted. All peanuts are re- 
placed in the bowls ready for the next game. Five hundred 
may be the score limit, and the first player to reach that num- 
ber should be declared winner. 

Peanut Dolls. — Provide peanuts, toothpicks, pen and ink, tissue 
paper, paste, and chewing gum, and allow ten minutes for making 
dolls. Some wonderful creations will, no doubt, be the result. 

Refreshments. — There are all sorts of peanut possibilities when 
It comes to "eats." Peanut butter sandwiches, salted peanuts, 
peanut brittle, peanut chocolates, and ice cream with ground 
peanuts sprinkled over it — any of these would do. Ws would not 
suggest that all of them be used, however, at one time. There 
is danger of getting too much peanut flavor in your menu. On 
each plate of "eats" place a peanut shell neatly cracked and tied 
with a piece of ribbon. In these you have inserted clever quota- 
tions, couplets, or fortunes. 

Other Peanut Games. 

Peanut Guess. — Let the players guess at the number of peanuts 
in a basket on the table. 

Peanut-Shelling Contest. — Place a saucer containing seven to 
ten peanuts before each contestant. They must be shelled, 
inner husks removed, and no kernels broken. The player doing 
the best and quickest work wins. 

Peanut Race. — Chairs are placed at each end of the room, one 
chair for each contestant. Six peanuts for each contestant are 
placed at equal distances apart across the room. Small spoons 
are provided. At a given signal all contestants start from 
chairs, run to nearest peanut, pick it up, return with it, and de- 
posit it on the chair; then back to get the second one, and so on 
until all the peanuts are on the chair. Contestants are not al- 



122 PBVNOLOGY. 

lowed to touch peanuts with their hands, and should they drop 
a peanut they must pick it up with the spoon before continuing 
the race, running from the point where the peanut was dropped. 

Peanut Pitch. — Have a cardboard, two feet by three, marked 
into ten or a dozen divisions of different sizes. Mark the smaller 
spaces with larger numbers. Let each player pitch ten peanuts 
at this field, which rests on a table. The score, of course, repre- 
sents the sum of the numbers on which the peanuts fell. Sides 
could be chosen for this game, allowing three pitches to each 
player. 

Dropping Peanuts. — The players hold peanuts between the 
thumb and forefinger, arm extended straight out from the 
shoulder, and endeavor to drop them into a vase. It will add 
to the fun to have sides contest in this, totaling the scores for 
all the players of each side. 

Peanut Walking Contest. — Have a row of peanuts for each con- 
testant, with peanuts six inches apart all the way across the 
floor. The contestants must walk down this line of peanuts, 
stepping in between them all the way along without stepping 
on any of them. The player to reach the goal line first without 
having stepped on any peanuts, or having stepped on the least 
number, wins. 

Nut-Guessi7ig Contest. — 

1. What nut is a sandy shore? Beechnut. 

2. What nut is a girl's name? Hazelnut. 

3. What nut is a stone fence? Walnut. 

4. What nut is a large, strong box? Chestnut. 

5. What nut is one of our mission fields? Brazil nut, 

6. What nut made quite a hit with our soldiers? Doughnut. 

7. What nut is a vegetable? Peanut. 

8. What nut is good for bad boys? Hickory nut. 

9. What nut is an oft-told tale? Chestnut. 

10. What nut suggests a Chinaman's eyes? Almond. 

11. What nut ought to go fine with hot biscuit? Butternut, 

12. What nut is a favorite in Ohio? Buckeye. 



AEROPLANE PARTY. 

Write jnvitatlons on wing-shaped cards or have a small aero- 
plane drawn in the corner of the cards. 



PHUNOLOGY. 123 

Would you like an aeroplane party? 

And would you like to fly 
And flirt with all the angel* 

Away up in the sky? 

Then come around next Friday, 

And don't you make it late, 
For, child, we'll start this party 

Right on the dot at eight. 

Flying. 

Let the entire company form a circle, with one person in the 
center, and play "Flying," after the fashion of "Simon Says, 
'Thumbs Up.' " Allow several feet of space between players. 
The player in the center directs the game. He may call, for 
instance, "Eagles fly," waving his arms in flying motion. All 
players do likewise. Each time he names something that flies 
the entire group must go through the motion of flying with him. 
But when he names something that does not fly, as "Cows fly," 
all players except the leader must make no motion with arms. 
The leader goes through the flying motion each time, no matter 
what is called. Any player offending by flying when he ought not 
to do so or by neglecting to fly when he ought to do so must 
drop out of the circle. 

Now divide the company into four groups — the Bombers, the 
Scouts, the Dirigibles, and the Hydros — and let the groups en- 
gage in contests. Groundwork is the first step in the making 
of an aviator; so the first contest will represent 

Groundwork, 

One contestant represents each group. Four rows of oyster 
crackers are laid across the room, each cracker being placed on 
a small piece of paper for the sake of cleanliness. Five crackers 
for each row will probably be enough. At a given signal con- 
testants start hopping from the starting point, stooping to eat 
the crackers on the floor as they come to them. Contestants 
must touch only the hopping foot to the floor, even when stoop- 
ing to eat. Crackers must be picked up by the mouth only, no 
use of the hands being allowed. When a contestant has eaten 
the last cracker in his row he immediately hops back to the 
starting line. Award points for first, second, and third place. 

The next step for the cadet is dual-flying, when he takes the 



124 PHUN0L0G7. 

air with an instructor, who teaches him how to "take off" and 
land his machine, showing him various things about the han» 
dling of an aeroplane. So the next contest is 

Dual Work. 

Two contestants from each group, preferably a boy and a girl. 
Blindfold them. Slip large paper bibs over their heads for the 
protection of their clothes. Furnish each one with a peeled 
banana, and at the signal each boy feeds his girl partner and 
each girl her boy partner. 

The Baby Marathon, or any other game in which couples con- 
test, may be substituted for the Banana Feed. 

Next, the student flyer is allowed to make his first flight alone. 
This is called his solo flight, and the custom is to tie a white 
handkerchief on the tail of his machine. All other planes in 
the field then give him plenty of room. So the next contest is 

Solo-Flying. 

One contestant from each group stands on the platform facing 
the crowd and, following the pitch as given on the piano, sings 

a low note, then a high note, after this manner: "Do 

do." After one time around, the pianist increases the range, and 
so on until only one contestant can make it, this person being 
able to sing the lowest and highest note. Quality of voice doesn't 
matter. All that is necessary is for the person to sing the note 
at the given pitch. 

This contest may be varied by requiring the contestants to sing 
verses of well-known songs, numbering the words as they sing, 
the judges deciding which is the best. This is done in this 
manner: 

"Yankee (one) Doodle (two) came (three) to (four) town 
(five) 
Riding (six) on (seven) a (eight) pony (nine)," etc. 

Now that the student has mastered his ship, he is put on stunt- 
flying. So an unsuspecting victim is selected from each group 
for a 

Stunt Flight. 

The leaders and several other persons in each group should 
have been made acquainted with this stunt early in the evening. 
The victims may be brought in one at a time, or all four flights 



PEUNOLOGT. 126 

may be put on at once, after the fashion explained in the Aero- 
plane Ride in the chapter on stunts. 

Now comes cross-country flying, when the student flies to 
some near-by town, lands his machine, and then brings it back 
to the field. So we must have a 

Cross-country Content. 

Select a girl and boy to represent each group. All four girls 
stand on one side of the room, the boys on the other, each toeing 
the mark ready for the signal to go. Each boy is given a sealed 
envelope containing the name of some tune he must whistle to 
his partner. At the given signal he runs across to his partner, 
touching her outstretched hand as he comes up. Not until then 
can he open the envelope to see what tune he must whistle. 
As soon as he ascertains this he whistles it to her. She has been 
provided with a slip of paper and a pencil and writes the name 
of the tune down, handing him the slip. Immediately he returns, 
delivering the slip to one of the judges, who notes whether or 
not it is correct. The first boy to return with a correct slip wins. 
No tipping off of contestants is allowed. 

The fiyer now receives his finishing-up lesson in a course 
on formation-fiying, when with a number of other ships he 
practices fiying in scouting, bombing, battle, and other forma- 
tions. It's a thrilling sight to see a number of ships fiying in 
formation high above the earth. So the next contest is 

Formation-Flying. 

Nine contestants are selected from each group. Line them up 
in four rows. Two groups compete at a time. The winners com- 
pete to decide the champion. If the blackboard and room are 
large enough, all four teams may contest at once. The head 
man in each group is given a piece of chalk. At the signal to 
go each head man hops to the blackboard across the room and 
writes "a." He hops back, hands the chalk to No. 2, who has 
moved up, and returns to his group. No. 2 hops to the blackboard 
and writes "e," hops back, and hands the chalk to No. 3. And 
so on it goes until "aeroplane" is written. The word "fiy" may 
be used where the crowd is small. Teams are awarded points 
according to the order in which they finish. 

The Weaver's Relay described elsewhere in this book may be 
substituted for the above game. 

Finish up the evening's fun with an 



126 PHUNOLOOY. 

Air Race. 

One aviator represents each group. Contestants line up. Each 
has a paper cornucopia on a string tied about level with hi3 
head. A paper aeroplane might be devised to take the place of 
the cornucopia. Participants endeavor to blow cornucopias to 
the end of the strings. 

Serve "landing-gear confection" (doughnuts) and "hot gas" 
(hot chocolate) or "milk from the Milky Way." 

Additional Aeroplane Games. 
Aeroplane. 

See how many words can be made out of the word "aero- 

P'^°^" Airship. 

This is an adaptation of the old game of stagecoach and will 
afford lots of fun. Each player is given the name of some part 
of an aeroplane or of some term peculiar to aviation. These 
are introduced by a leader in a story. As each part or term is 
called, the person representing it will rise, whirl about, and, if 
possible, do some appropriate stunt. For instance, "propeller" 
gets up, whirls about, and then swings his arms in wide circles; 
the "wings" flop the arms in flying motion; the "engine" makes 
a terrible racket; the "struts" strut; the "side slip" does a 
Charley Chaplin glide; the "spin" whirls twice; the "Immelman 
turn" whirls once, then whirls again halfway and then back, 
etc. Each takes his seat immediately on completion of his 
stunt. When "airship" is called all the players must rise, 
whirl about once, and sit down. 

Following is a list of parts and terms familiar to the aviator: 
Propeller, skid, wings, fusilage, engine, aileron, struts, elevator, 
rudder, altimeter, stick, wheel, landing gear, gun, switch, gaso- 
line, volplane, tail spin, spiral, side slip, loop, Immelman turn, 
wing-over, nose dive, bank, angel dive, solo, stunt, helmet, ob- 
server, goggles, spiral, zoom, air pocket, wind shield, cadet, ace, 
instructor, line-up, formation, mechanic, etc. 

Aeroplane Charades. 

Groups may represent words familiar in aviation In charade, 
announcing the number of syllables as the only clue. 
Altimeter ( all-tie-meter ) . 
Aeroplane (air-o-plane or plain). 
Tall skid (tale skid). 



PHUNOLOGY. 127 

Aileron (ail or ale-e-run). 
Tail spin (tale spin). 
Side slip (side slip). 
Engine (N-gin). 
Aviator (a V-ate-her). 
Cadet (K-debt). 
Strut (strut). 

Members of the groups will easily figure out ways for acting 
out tliese words and possibly others. 



A POLLYANNA SOCIAL. 

Pollyanna and her glad game will afford the background for a 
most delightful program for almost any time of the year. It 
will be most appropriate, however, in the fall. 

As the guests come in each is assigned to one of three vil- 
lages — Happyville, Gladtown, or Pleasantville. If the affair is 
held in the Sunday school rooms, separate rooms may be as- 
signed to each town. The name of the village should be dis- 
played over its headquarters. Let each village proceed to elect 
a mayor or mayoress. 

A governor has been appointed by the Social Committee and 
presides over the events of the evening, beginning the social 
with a short address on his pleasure, as Governor of the State 
of Happiness, in meeting with the principal towns of the State 
in a grand tournament. He then introduces some one previ- 
ously selected to tell one of the stories from "Pollyanna." This 
person should be a good story-teller. If it is impossible to get 
such a person, have some one tell something about the book 
and explain Pollyanna's glad game. 

Decorate the mayor of each town with a huge pasteboard star 
with the word "MAYOR" printed on it. A town clerk might 
also be appointed for each town, as well as three judges for the 
tournament. 

If there are many present who do not know each other, 
the first event should be a contest between the towns to see 
which can get all of its citizens acquainted first. The mayor 
announces the fact to the judges as soon as he is sure everybody 
knows everybody else. One of the judges may conduct a short 
quiz to make sure they are not bluffing. "Miss Smith, who la thii 



128 FHUNOLOGY. 

gentleman?" and so on. For all contests award three points for 
first place, two points for second, and one point for third. 

Each town is now allowed five minutes to get up a yell. Both 
the originality and the enthusiasm and precision with which th« 
yell is rendered count. 

Next, the towns are given a few minutes to see who can give 
the best reason for being glad or express the best glad senti- 
ment. 

Then follows a "Pollyanna" contest. Each town Is allowed a 
given time to make as many words as possible out of the word 
"Pollyanna." Proper names don't count. One list is prepared 
by each town, the town clerk writing as suggestions come from 
different citizens. At the close judges verify lists of different 
towns and award points accordingly. 

Now have a rhyming contest, giving each town four words 
to be used at the end of each line in its rhyme. Thus one town 
is given "smile, style, while, aisle"; another is given "list, kissed, 
missed, insist"; another, "girl, curl, furl, whirl." Each town 
is privileged to offer as many rhymes as it pleases, only a limited 
time being allowed for the writing. Judges decide the winners. 

The social closes with a football series, two towns contesting 
and the third playing the victor. The losing team that makes 
the highest score takes second place in this event. A table serves 
as a football field. A piece of green or brown wrapping paper 
is stretched over it and marked off with ten-yard lines to repre- 
sent a football field. Sm.all goal posts are made out of slicks 
stuck in spools, which serve as standards, with a cross bar tacked 
across. These are placed at either end of the field. The foot- 
ball is an empty eggshell painted brown and made to resemble 
a football by marking it with ink. The ball is placed in the 
middle of the field, and a player from each side in turn tries 
to blow it through the opposing goal. A touchdown is scored 
eacn time the ball goes between the goal posts and over the 
line. This counts six points. A safety is scored each time the 
ball goes over the goal line in bounds, but not between the 
goal posts, counting two points. The ball is always placed in 
the center of the field after each trial. It is well to have two 
balls for the sake of emergency. 

At one social where a box of chocolates was to be given to 
the town winning the tournament this is the yell that took 
first place-. 



PHUNOLOGY. 12» 

"Chocolates bown, chocolates sweet, 
Chocolates we are bound to eat. 
We are here to get our fill, 
We are here from Happyville." 

At another social of the same sort this yell won: 

"Rickety! Rickety! Rill! 
We're from Pleasantville! 
We've never worked, and we never will! 
Hurrah for Pleasantville!" 

The winning glad sentiment was expressed thus: 

"It snows, it rains, it tries to sleet, 
Happyville is glad to live and meet; 
We meet to laugh and laugh to greet, 
No matter how it tries to sleet." 

In the rhyming contest this one got the decision: 

"The lad stood in the burning aisle 
To keep himself in style. 
The captain said: 'Why do you smile?' 
He said: 'It's worth the while.' " 

Three points are allowed in each event for first place, two for 
second, and one for third. Post all scores on a blackboard as 
they are made. 

Sandwiches, pink lemonade, and stick candy were served by 
one crowd of young people as refreshments. 

Laughing Handkerchief. 

If an additional game is desired, have all players form a circle. 
One person stands in the center. He throws a handkerchief into 
the air as high as he can and starts laughing. Every one must 
laugh with him until the handkerchief touches the floor, when 
there must be perfect silence. Any one laughing after the 
handkerchief touches the floor must leave the circle. At the end 
of five minutes the town losing the fewest of its citizens in this 
manner is declared winner. ("Pollyanna," a book by Eleanor H. 
Porter.) 

INDOOR TRACK MEET. 

Contestants. — Harvard, red and white; Yale, blue and white; 
Princeton, black and yellow; Amherst, purple and white. 
9 



130 PHVNOLOGY. 

Every one who came had a small pennant (paper printed in 
colors) of one of the colleges pinned on by four girls. Captains 
had been appointed several days previously, as well as judges 
for the meet, a clerk to post on blackboard points made by each 
college, an announcer, and a starter. First place in an event 
counted three points; second place in an event counted two 
points; third place in an event counted one point. Colleges 
were assigned separate rooms, which were decorated with their 
respective college colors, as headquarters. These all opened into 
the main Sunday school auditorium where the meet was held. 
The announcer started things by giving each college five min- 
utes in which to prepare one or more yells, or songs, stating 
that this event would count in the meet, the judges deciding 
which was first, second, and third. The captains drew for the 
order in which they were to be given their turn. Following are 
the events: 

1. Two-Hundred-Yard Dash. — A ball of adding machine tape 
(paper) is necessary for this event, or cloth strips of sufficient 
length may also do, or telegrapher's tape. Anything of the sort 
about seven or eight yards in length and two or three inches 
wide will do. Four pairs of scissors. At a given signal the con- 
testants begin to cut from one end of the tape through to the 
other end, which is being held by members of the respective 
teams, four pieces of tape of the same length, of course, being 
provided. This is more exciting than it sounds. 

2. Obstacle Race. — Same as No. 1, except that about four knots 
are tied in the tape at intervals. The contestants must cut to 
the knots, untie them, and go on, being careful not to tear the 
tape. No knot must be untied until the contestant reaches it in 
cutting, 

3. Potato or Peanut Race. — This is just the ordinary potato 
race, making contestants walk instead of run, or having them 
carry the peanuts on a knife instead of the potatoes in a 
spoon. 

4. Handicap Race. — Girl and boy contestant from each team. 
Four chairs in a row, on each of which are a needle and a piece 
of thread. Right arm of girl tied to left arm of boy; placed in 
front of chairs. At signal each girl picks up the needle with her 
left hand, and each boy the thread with his right, and then the 
boys try to thread the needles. 

5. Standing Broad Smile. — Measure smile of each contestant 
'^ith tape measure. The broadest smile wins. Boy and girl to- 



PHUNOLOGY. 131 

gether might represent a college, the combined width of their 
smiles being counted. Make contestants stand in line, facing 
crowd. 

6. Inside Run. — Drinking glass of water with teaspoon, con- 
testants sitting, facing crowd. Girl feeds boy with a spoon. 

7. Boarding House Reach. — Contestants sit in four chairs in a 
row, and each one's reach is measured with tape. 

8. Tug of War. — Piece of candy tied in middle of string. Con- 
testants start chewing at either end of string, and of course the 
first one to get to the candy wins. It will be necessary to have 
three contests to decide this; for instance, Yale vs. Amherst 
and Harvard vs. Pinceton. The two winners then fight it out 
for first place. 

9. Running High Jump. — Contestants strike low note, then high 
note, the pitch being given by some one .person at the piano. 
The one who goes from the lowest to the highest wins the event. 
Quality of voice does not count, just so the contestant makes 
the necessary noise at the proper pitch. 

10. Relay Race. — Three or four girls (could be boys) from each 
team. Sit in line on platform by teams, each provided with 
one or two crackers. At given signal the first contestant on each 
team begins eating a cracker. When contestant has finished she 
must whi::tle. Not until she has done so can her next teammate 
begin. The team whose last contestant eats a cracker and whistles 
first wins the event. 

Teams are allowed to root and give their yells as they would 
do at a regular track meet. 

This social at one place proved such a tremendous success that 
on request it was made an annual feature, each time varying the 
stunts. 

Additional Events. 

One-Yard Dash. — Contestants attempt to push a penny the dis- 
tance of one yard across the floor by means of the nose. 

Standing High Jump. — Three doughnuts suspended in door- 
way about four inches above the mouth of jumpers. Contestants 
with hands tied attempt to get a bite. One bite wins. 

Hurdle Race. — Contestants take seats and thread six needles. 

Bun Race. — Two poles a good distance apart, connected with a 
clothesline, from which are suspended strings of different 
lengths according to height of each contestant, A bun is tied on 
each string. Contestants with hands tied behind them, at signal 
to start, try to eat the bun. Constant moving of line by their ef- 



132 PHUNOLOGY. 

forts makes it almost impossible to get a bite. Soon a boy gets 
hold, gets his bun on the floor, and finishes it there. 

Feminine Discus Throw. — Give each girl an empty paper bag 
and a string. Allow the participants one minute to Inflate the 
bag with "hot air." Tie the string around the bag's neck and 
throw the inflated "discus" as far as possible. Since the bags 
will go in almost any direction except the one the thrower in- 
tended, and some of them are likely even to blow back on the 
contestants, this test of skill should be appropriately dubbed a 
"Feminine Discus Throw." — Beryl W. Hundley. 

Tiventy-Foot Dash. — The contestants must hop a given dis- 
tance on one foot and carry, without spilling, a glass of water 
in the right hand. — Beryl W. Hundley. 

A Crowing Contest. — The contestants may be solemnly seated 
on a line of camp stools and each given four crackers to eat. 
After the consumption of the crackers, the contestants are un- 
expectedly told to "Cock-a-doodle-doo." Crackers leave the mouth 
dry, and the lassie who can utter her clarion call well deserves 
her "chanticleer" medal. — Beryl W. Hundley. 

Ohstacle Race. — This spectacular event is likely to provoke the 
greatest fun of the evening. Contestants enter the race with un- 
buttoned shoes and carrying hats, coats, umbrellas, camp stools, 
and suit cases containing gloves, button hooks, curl papers, and 
rubbers. At the given signal they race across the room to a 
chalk mark on the floor; open their camp stools; seat them- 
selves; open their suit cases; take out the button hooks; button 
their shoes; put on tlieir curl papers; put on their rubbers; don 
their hats, coats, and gloves; raise their umbrellas; pick up 
their suit cases and camp stools and, with what breath is left 
in them, race wildly back to the starting point. — Beryl W. Hund- 
ley. 

Rainy-Day Race. — Girl contestants stand in line with closed 
satchels in which are rubbers and gloves. Each is given also 
a closed umbrella. At the given signal they open satchels, take 
out rubbers, put them on, take out gloves, put them on, open 
umbrellas, close satchels, and walk about one hundred feet to a 
line, carrying satchels and open umbrellas. Here they shut um- 
brellas, open satchels, remove gloves and rubbers, put them in the 
satchels, close satchels, and walk back as hurriedly as possible, 
carrying satchels and umbrellas. The first one back to the start- 
ing point is winner. 



PHUNOLOGY. Wi 

Peanut Race. — Push a peanut across the room with a tooth- 
pick. 

Drunken Man's Rclaij — See "Spanish Relay." 

Cane Rush — Hide sticks to represent canes about the room. 
Let every one hunt, after dividing the company Into groups. As 
the canes are found they are handed to the captain of the side. 
The side finding the most wins. 

Running Broad Jump. — Two representatives from each group. 
Contestants whistle, while everybody else laughs and tries to 
make them laugh. The one whistling the longest without laugh- 
ing wins. 

Javelin Throw. — Contestants throw a hen's feather as far as 
possible. 

Girls' Fifty-Yard Dash. — Girls wind and unwind a spool of 
cotton thread. 

Three-Legged Race. — Three contestants from each team try to 
look solemn, while the onlookers laugh and joke, endeavoring to 
make them smile. 

Marathon Race. — Boy and girl represent each group. Each 
couple is provided with needle, thread, three buttons, and a piece 
of cloth. Boy threads the needle, and girl sews on buttons, at- 
tempting to do it in record time. 

Hammer Throiv. — Inflate paper sacks. Tie them on long 
strings. Each contestant must throw an inflated sack, holding 
the string by the end and swinging it several times over the 
head, as in the hammer throw. 

Jug Race — Place jugs on their sides on the floor. Each con- 
testant sits on a jug, feet off the floor, and writes his name. 

Obstacle Race — At the start contestants must thread a needle. 
Then they run to a chair in the center of the room, where each 
must eat a cracker. After whistling here they run to another 
chair at the end of the room, where each must drink a glass of 
water. Then they rush back to the starting point. 

Discus Throiv. — Contestants must throw paper plates, discus 
fashion — that is, holding the plate like a waiter holds a tray 
and balancing on one foot, taking two short hops and a forward 
step to the line as they let the "plate" go. 

Thirty-Inch Dash. — A piece of string thirty inches long, with 
a marshmallow tied at the end. The other end is placed in the 
mouth of the contestant, and, using the mouth alone without 
help from his hands, he must chew up to the marshmallow. 
The first contestant to eat his marshmallow wins. 



134 PHUNOLOGy. 

Shot Put. — Give each one five or ten peanuts and place a quart 
jar or tumbler at a certain distance from the line. Contestants 
see which can throw the most peanuts into the receptacle. 
This may be contested by the groups, each player getting a 
chance. In this case a receptacle \vould be placed opposite each 
team's line-up, and the side putting the most peanuts into its 
jar wins. If contested in this manner, not over three peanuts 
would be given to each player. Beans may be used instead of 
peanuts. 

Foot Race. — Each group lines up, toe against heel all the way 
along. Measure each line to determine winner. 

Standing High Jump. — Three or four doughnuts are suspended, 
as in the Bun Race, at four or five inches above the mouths of 
the contestants. Contestants stand with hands tied behind 
them. The first contestant to get a bite wins. 

One League used the Track Meet idea, dubbing it "Centerville 
College Opening." The towns competing were Cootie Hike, Pos- 
sum Trot, Skeeter Grove, Chipmunk Hill, and Hog Wallow, each 
sending representatives. A loving cup (tin) was presented to 
the town winning the most events. 



A NEWSPAPER SOCIAL. 

Materials Required. — A big stack of old newspapers, several 
papers of pins, four or five pencils, a few sheets of writing 
paper, and refreshments, of course; also some fashion plates 
and ten cents' worth of dried beans. This is not an expensive 
social. 

Use some scheme of choosing partners by chance, as far as 
possible coupling a boy with a girl. Give the boy a bundle of 
newspapers and a strip off a paper of pins (no scissors) and tell 
him to dress the lady. Give a half or three-fourths of an hour. 
Let the time be definite. This will be extremely amusing, and 
some of the costumes will be really quite wonderful — split skirts, 
skirts with tunics, hats with feather duster trimmings, etc. 
Have your room decorated with fashion plates, which the boys 
may consult. 

If you have some older ladles present, appoint them as judges. 
When the time is up have some one play a march and have 
the girls march in review around the room for the inspection of 
the judges. After a couple of times around, let their boy part« 
ners join them. The judges will award the prize for the best 
dressed — that is, the prize goes to the boy dressing the best- 



PHUNOLOGY. 135 

dressed girl. One League gave a tiny undressed doll as first 
prize. Let there also be a booby prize. 

Divide the crowd into four, five, or six groups. You can adapt 
the number to your attendance. Tell them they are to edit a 
League newspaper. Give one group the editorial department, 
one the sports, one society, advertising, telegraphic news, etc. 
Let them understand that the news is to be purely local — that 
Is, let it pertain to League matters, your Church people, etc., 
and whether or not it can stand the test of truth will not matter 
— in fact, vivid imagination will be at a premium. Give a certain 
length of time for this stunt, then have the paper assembled 
and read. It will be a great mirth producer. 

Next, pass to each one a small bundle of ten or twelve beans, 
each bundle being done in newspaper, of course. Bundles may be 
tied, twisted, or folded. (This is just the old bean stunt, where- 
by you exchange beans or rather forfeit them to the party who 
succeeds in making you say a forbidden word, as I, Yes, 2Vo, or 
any other stipulated word.) Let this go on for ten or fifteen 
minutes only, then declare a halt and tell every one he has as 
many dollars with which to buy his lunch as he has beans. 

Refreshments. — Have something that can be put in a bundle; 
have a few dainty packages wrapped nicely and some great big 
ones wrapped in lots of newspaper. Have the interiors, of 
course, all alike. Have some clever person act as auctioneer and 
auction off the packages, accepting beans as dollars in payment. 
Forbid the opening of packages until all are sold. 

This social has been a great success, but don't let any one 
feel that it must be given exactly as prescribed. You can proba- 
bly get a suggestion from your own originality to improve on 
parts of it here and there and to adapt it to your own situation. 
'—Maud E. Empey. 

A SMILE SOCIAL. 

" 'Smile awhile, and after awhile'—^ 

Of course you know the rest. 
So bring a stick of chewing gum. 

And smile your level best. 
No other admission fee 

Is needed but these two. 
So come along and smile awhile; 

We'll do the same for you. 



136 PEUNOLOGY. 

Smile Social. First Methodist Church. 

Friday Evening. Come Smiling." 

As announced in your invitation, the admission fee to thla 
social is a smile and a stick of chewing gum. 

1. As guests arrive they are introduced to Mr. Ha-ha and Min- 
nie Ha-ha. These two are dressed in some sort of ridiculous 
fashion and when introduced say nothing but "Ha-ha." 

2. Pin slips of paper on each guest. Have written on the slips 
such words as "ha-ha, giggle, grin, laugh, smile," etc. All Grins 
proceed to find all other Grins, all Giggles the other Giggles, and 
so on. Each group organizes itself into a family group, appoint- 
ing some one in the group "father," another "mother," etc. 
They then make up the words to a song telling of the merits of 
their family. Thus: 

Tune: "Comin' Thro' the Rye." 

"If a body meet a 'Ha-ha,' 

Comin' thro' the town; 
If a body greet a 'Ha-Ha,' 

Need a body frown. 
All the 'Tee-hees' are so giddy, 

All the 'Grins' so gay. 
And only 'Ha-has' are sedate. 

So they've been asked to stay!" 

Groups select any tune they desire for their song. 

3. Each family selects the most talkative member of the fam- 
ily, the one that can take in the most, and the one with the 
largest mouth. 

(1) The most talkative ones now engage in a talking contest. 
They then start all at one time and talk for two minutes on 
"How I Would Raise My Children if I Had Any." All appro- 
priate gestures and oratorical ability are to be noted by the 
judges. 

(2) The ones that can take in the most engage in a gumdrop 
contest, the gumdrop being tied in the middle of a string. The 
contestants then, with hands behind them and one end of the 
string in each mouth, start chewing up the string toward the 
gumdrop. The first one to it wins. 

(3) The large-mouth representatives take the platform and 
grin broadly while the judges measure with a tape measure the 
width of each mouth. 

4. The chewing gum is now called into service. Each one chews 
his stick of gum and then fashions some sort of animal out of 



PHUNOLOG^. 137 

it to enter in the animal show. A prize may be given for the 
best. 

5. So7igs. — The crowd may now gather about the piano and 
sing such songs as "Smiles," "Smile, Smile, Smile," "Smile the 
While You Kiss Me Sad Adieu," etc. — Adapted from suggestions 
hy Mrs. 8. M. Laws, Pocasset, Okla. 



CIRCUS PARTY. 

"Gee, let's have a Circus Party! Whaddye say? 'Member 
how much fun we used to have playing circus in our kid days? 
Well, come around Friday night at eight o'clock an' let's have 
one grand old time. There'll be pink lemonade an' everything." 
Thus may read the invitation. 

The Social Committee should prepare thoroughly for this af- 
fair. If everything is worked out carefully, the young people 
will have the time of their lives. 

Animal Show. 

As guests arrive provide them with paper and pencil and take 
them through your animal show. If you can fix up a poster to 
hang up outside this exhibit, it will help. Paste the pictures of 
some wild animals on a piece of cardboard and let it bear the 
Inscription, "Biggest Show on Earth." Inside will be found small 
pasteboard boxes, the tops covered with wire or string to make 
them resemble animal cages. Inside these cages will be your 
animals. For instance, one box contains a kid glove represent- 
ing a "kid," Some links of a chain represent a lynx; the letters 
"MON" and a key, monkey; a piece of chamois, chamois; a doll, 
a dried pea, and a toy rooster or picture of one, peacock; a tiny 
undressed doll, bear; an envelope showing some one's initial seal 
lying with head on a pillow, lion; a small piece of butter, goat; 
on the back, or with a Red Cross seal, seal; picture of some one 
praying, letter "E" and picture of a dog, prairie dog. Number 
cages and let guests write down what animal they think each 
cage contains. 

Side Snows. 

Next the guests may be allowed to visit various side shows. 
All these should be properly placarded. 

1. A man with his hands where his feet ought to be proves to 
b6 a man with his hands in a pair of shoes. 



138 PHVNOLOGy. 

2. The half black and half white man would be a boy dressed 
In white trousers and shoes and black coat. 

3. Curiosity booth would be placarded "For Men Only." 01 
course you won't be able to keep the girls out. Inside are articles 
of wearing apparel for men, such as socks, ties, etc. 

4. Fortune-telling booth bears a placard inviting every one to 
come in and have his palm read. A gypsy fortune teller inside 
puts a drop of red ink in the palm of each visitor. 

Exhibition of Freaks. 

Put on any or all of the stunts outlined elsewhere in this book 
under the head of "Freak Exhibit." Be sure to get a good 
"spieler" for this "the greatest show on earth." 

Games. 

In between the side shows and the freak exhibition you might 
Introduce a couple of games, such as the following: 

Zoo. — Players sit in a circle, with one player standing in the 
center blindfolded. Each player has been given the name of 
some animal. The blindfolded player calls the names of two 
animals, and they must immediately change seats, he endeavoring 
to catch one of them or get one of the seats vacated. The 
player caught or losing his chair must take the place of the 
catcher in the center. When "Zoo" is called all players must 
change seats, the catcher endeavoring to tag some one or get a 
chair in the mix-up. 

Merry-Go-Round. — Play some rollicking game, such as the 
"Jolly Miller" or "Three Deep," for instance. 

For refreshments serve pink lemonade, using strawberry juice 
or grape juice for coloring, and clown cakes. The clown cakes 
may be made by icing the cakes white and then making eyes, 
nose, and mouth with red or pink icing. A crepe paper dunce 
cap may decorate each cake, using a toothpick as a hatpin. 

Additional Circus Stunts. 

"See the wonderful animal; tail where its head ought to be." 
Inside have a toy cat with its tail in a saucer of milk. 

"The monkey that makes everybody laugh who looks at it." 
Inside have a mirror facing the victim as he steps in. AU 
victims are sworn to secrecy. 



PHUNOLOGY. 139 

AN EXCURSION TO EPWORTH. 

The Best League Social Given by Broadway Epworth League, 

BowLixVo Gkeen, Ky. 

About a week before Invitations were sent to the members ol 
the League who were not in the habit of coming to the social 
and also to other young people of the Church whom we hoped 
to interest in the League work. The invitations read like this: 
"You are requested to join an excursion to Epworth, the home 
of the Wesleys, on [date]. This train leaves [name of residence] 
at 7:30 o'clock. Single ticket, one smile; round trip, one smile 
and a handshake." 

A member of the Social Committee met the guests at the 
door and pinned on them a tag on which was written the owner's 
name. As usual, the program was begun with Scripture-reading 
and prayer; then the young man who was asked to be conductor 
blew a horn and called out: "All aboard!" In the meantime 
there were passed around slips of paper on which were v/ritten 
a number and also some subject relating to the life of the Wes- 
leys. After each boy had found the girl who had the slip of 
paper corresponding with his, the conductor led the party to a 
long hall with chairs arranged like a train. He explained by 
saying that each couple was to talk about the subject written 
on his slip of paper. Some of the different subjects are the fol- 
lowing: "Home Life of the Wesleys," "John Wesley as a Philan- 
thropist," "Charles Wesley as a Singer,' "John Wesley's Dying 
Words," "First Methodist Conference," "Susanna Wesley." 

About every three or five minutes the conductor would call 
out, "Change cars," then every boy moved a seat farther. When 
every boy had talked to every girl on each subject, the conductor 
said: "All out for Epworth!" 

At this time one of the young men gave an interesting descrip- 
tion of Epworth, then all came back into the parlor, where the 
following games were played. First, each couple was given a 
slip of paper. The papers were headed this way: 

"Some Traits of Character Which Epworth Leaguers Should 

Possess.'^ 

Humility, written like this: Muhtilyi. 
Patience, written like this: Tiapnece. 
Faith, written like this: Afthi. 
Self-control, written like this: Lortnoc-fles. 
Courage, written like this: Roucgae. 



140 PHUNOLOGt. 

Tact, written like this: Catt. 

Kindness, written like this: Dessnink, 

Love, written like this: Leov. 

Then a word-building contest was given. "Epworth League" 
are the words from which other words were made. Some formed 
as many as fifty words in the ten minutes. After this cream 
and cake were served. The cakes were wrapped with paper and 
tied with yellow and white ribbons. On these papers were writ- 
ten Invitations to the next Sunday's devotional meeting: 

"As this cake is sweet. 
So the League is hard to beat. 
Be at Broadway at 6:45 Sunday eve, 
And some of the good you're sure to receive." 

The following games were also played: 

1. A table was arranged with a number of articles on it. The 
guests passed through the room and then wrote the articles they 
remembered seeing. 

2. A musical game. A list of questions was asked, and a young 
lady played on the piano the answers to the questions. The 
following is a list of the questions and answers: 

1. What was the girl's name? "Rebecca.'? 

2. What was the boy's name? "Casey Jones." 

3. Where were they born? "Old Kentucky Home." 

4. Where did they meet? "Coming through the Rye." 

5. What did he give her? "A -Garland of Roses." 

6. What did he say to her? "I Want a Girl." ^^ VVv^ 

7. What did she reply? "All That I Ask Is Love." 

8. Where was he compelled to go? "Dixie." 

9. What did she bid him? "A Soldier's Farewell." 

10. Of whom did he say he was always thinking? "That Old 
Sweetheart of Mine." ' ^f '] ' ^ ^^ 

11. Where did he first see her after his return? "On the Trail 
of the Lonesome Pine." ^\ qJ^^^>-\ oO "\ v^-^r-<r%^* 

12. When did she promise to marry him? "Some of These 
Days." 

13. Who was maid of honor? "Annie Laurie." ' ^i^ 

14. Who was best man? "Robin Adair." 

15. Where were they married? "Little Brown Church." 

16. Where did they go on a bridal trip? "Where the River 
Shannon Flows." 



PHUNOLOQY. 141 

17. Whom did they think of while gone? "Old Folks at Home." 

18. Who met them at the station when they returned? "Old 
Black Joe." 

19. What did they most love? "Home, Sweet Home." 

20. Where did they always stay? "America." 



AN ALPHABET PARTY. 

The Invitation. 

Here is quite the newest yet: 
Mr. and Mrs. Alphabet 
Will entertain on Tuesday eve. 
It will be fun, you may believe. 
Two cents a letter for your names 
Is all it costs to join the games 
And be fed in an alphabetical way. 
We'll both be sad if you stay away. 
We need the money, you the fun. 
At seven-thirty 'twill be begun. 

Games. 

Give each guest, or group of guests if there are many, a sheet 
of paper bearing a single letter of the alphabet and instruct him 
or her to write a verse about some prominent local person or 
thing after the manner of the nt :. ^ry ABC books, making an 
illustration to fit. Bind the sheets into a booklet and give it as 
a prize to the one making the best verse. 

Pkogressive Lettees. 

Place face down on tables cards bearing letters of the alphabet. 
Play after the manner of all progressive games. One player turns 
up a card, and the one calling the name of some town beginning 
with that letter gets it. The next player draws. At the end of 
two minutes the couple having the most cards move up to the 
next table. Change frequently to boys' names, names of flowers, 
etc. 

Spelling Match. 

Choose sides. Distribute large cut-out letters. The leader an- 
nounces a word, and the players holding the letters of which 
it is composed step forward and hold their letters so as to form 
it. The side forming the word first chooses from the opposite 
side. 



142 . PHUNOLOGY. 

Word Groups. 

Hang around each one's neck a large-sized card bearing the 
initial of his or her last name. Tell them that the letters are 
to spell themselves into words. This way: If Mr. N. and Miss O. 
are standing together, each one is privileged to write the word 
"No" on the card; then if Mr. T. comes along, all three may 
write "Not" on the cards. Then the three of them may tour 
the room in search of other letters to build up their lists. It is 
a good plan to write the full name at the top of the card when 
it is given out; so that if any in the company are unknown to 
others when they meet in spelling the words, the written names 
may serve as introductions. The one who has the least number 
of words may be given an A B C book. 
« 

Refreshments. 

Pass three white letters and one red letter to each guest, stat- 
ing that each white letter entitles one to something to eat and the 
red one to something to drink beginning with that letter. If 
any person has drawn a duplicate or thinks he can arrange a 
more pleasing menu, allow him to exchange. Of course many of 
the com-binations will be very amusing. Apples, bananas, cake, 
doughnuts, eggs (deviled), fudge, grapes, heart cookies or candy, 
ice cream, jello, kisses, lemonade, marshmallows, nuts, oranges, 
pickles, quince honey, rice balls, sandwiches, tea, unfermented 
grape juice, veal loaf, wafers, yams, zwieback. If it is incon- 
venient to serve the eatables suggested, others may be substi- 
tuted. 



BIG BLUFF COLLEGE. 

A Social Institution of Higher Leaeninq. 

[A social adapted especially to large groups, such as City 
Unions and Summer Conferences, though suitable also for local 
Chapters. Used successfully in Virginia, Pacific, and California 
Summer Conferences.] 

Entrance Examination. 

1. Geography. — If Mississippi wore a New Jersey, what would 
Delaware? 

2. Mathematics. — If a bottle and a cork cost a dollar and ten 
cents, and the bottle cost a dollar more than the cork, how much 
did each cost? 



PHUNOLOGY. 148 

3. Ancient History. — How old would you be if you were very, 
very fat? 

4. Grammar. — Punctuate the following: That that is is that 
that is not is not is not that it it is. 

Class Organization. 
Getting acquainted. Election of captain and yell leader. 

Course of Study. 

1. Social Science.— (1) Freshie Glee, (2) Sophomore Hop, (3) 
Junior Prom, (4) Senior Bawl. 

2. Higher English. — Spelling Match. 

3. Domestic Science. — Training Bachelors. 

4. Economics. — Principles of Banking. 

5. Military Science. — Target Practice. 

6. Physical Culture. — Football Game, 

7. Interclass Track Meet. — (1) One-hundred-yard dash, (2) 
relay race, (3) hobble-hurdle race. 

Answers and Directions. 

1. Alaska. 

2. Five cents and one dollar and five cents. 

3. Same as I am now. 

4. That that is, is. That that is not, is not. Is not that it? 
It is. 

Class Organization. 

Divide the company into four groups — freshmen, sophomores, 
juniors, and seniors — using any method of grouping desirable, 
according to month of birth, color of eyes, height, etc. Each 
group then elects a captain and yell leader. Or the guests may 
be assigned to the various groups by the Committee on Entrance 
Examination. Each person, under this system, must appear be- 
fore this committee and answer the questions given above, as 
well as some others that may be added at the committee's dis- 
cretion regarding age, married or single, etc. The assignments 
of the committee are entirely arbitrary and need not be based 
on the examination results. 

Course of Study. 

Freshie Glee. — Rope-jumping contest. Several freshmen con- 
test to see which can jump the rope the most times without 
missing. Each has a short jumping rope and counts as he 
Jumps. 



144 PHUNOLOGY. 

Sophomore Hop.— Several of this group engage in the Chinese 
Hop Race, described elsewhere in this book. 

Junior Prom. — Heel-and-toe relay race for girls. Several girls 
from this group engage in this race. In taking steps the girl 
must place the foot down so that the heel of her front foot 
touches the toe of her back foot each time. Thus she races from 
the starting line to the goal. 

Senior Bawl. — Representatives from this group put on the 
Baby Marathon Race as described elsewhere in this book. Or 
they may be required to sing at the same time, each his own 
song. The noisiest one wins. 

Spelling Match. — Could be conducted after the fashion of the 
Animated Alphabet Spelling, described elsewhere. Representa- 
tives from each of the four groups contest. 

Training Bachelors. — A girl and boy represent each group. 
The boys are blindfolded, and the girls then put on the Gentleman 
Nursemaid Stunt, described in "Miscellaneous Stunts." The girls 
race to see which can finish first. 

Principles of Banking. — A representative team from each 
group. They engage in the Penny Relay. 

Target Practice. — Throwing peanuts into a jar or vase. One 
contestant from each group. 

Football Game. — Form four long lines, one for each group, and 
pass the ball (bean bag will do) back over heads of players to 
end of the line. The last player runs to the head of the line 
with the ball and starts it back again, and so on, as In Arch 
Ball Relay. 

One-HundredYard Dash. — Put on the String-Winding Relay 
between the four groups. 

Relay Race. — Use any of the relays described in the chapter 
on "Relays." 

Hobble-Hurdle Race. — See chapter on "Stunts." 

[A part of this "Course of Study" may be omitted if the pro- 
gram is too long. Encourage groups to cheer their representatives 
during the contests.] 



CHAPTER XIV. 

PRIZE SOCIALS. 

An Aviation Meet. Indoor Camping Party. 

An Automobile Party. A Cob Social. 

Neighborhood Birthday Party. A Quiet Program. 

Halloween Party. A Hard-Times Meetin'. 

A Mad March Party. A Trip to the South Pole. 

A Street Fair. A Graphophone Social. 

A Novel Can Social. An Excursion Trip. 

A Hobo Party. A Railroad Trip Over Georgia. 



AN AVIATION MEET. 
(First Prize.) 

This has been voted to be the best social we ever had. It 
was written by Emily Rose Burt. "An Aviation Meet" is the 
title she gave it. The invitations are made to look like tickets 
of admission, the men's on red cardboard and the girls' on blue, 
and read thus: "Admit two to an avIatioA meet in the church 
parlors Friday evening [date] at eight o'clock." Every member 
who receives a ticket must make it a point to ask some one 
else and should conduct the guest personally to the social. 

Decorate as you may choose, but you should have miniature 
balloons in the windows and an aeroplane in sight. We had 
one about three or four feet long made up in good style. In 
different places on the walls place conspicuously large posters 
with the program of the events, as follows: 

1. Tests. — Groundwork, control, balance. 

2. Flights. 

3. Stunts and Tricks. — Spiral, loop the loop, reverse speed, low 
speed, spin, nose dives, hands up. 

4. Air Races. 

5. Arrival of the Mail. 

To promote fun put up a few placards featuring certain well- 
known members in some of the events. For instance: "See 
Willis Beasley Loop the Loop" or "Francis Cregan's Control Is 
Wonderful." Call on volunteers to take the different stunts. 

The first t«st, which is called groundv/ork, Is a hopping stunt. 
10 (145) 



146 PHUNOLOGY. 

The contestants hop on one foot to a given goal, and the one who 
does it the most easily and gracefully and holds out best is de- 
clared victorious by the judges. Blue ribbon badges are pinned 
on the winners. 

Next comes control, which turns out to be facial control un- 
der diflaculty. No matter what funny things the onlookers may 
say or do, the contestants are to remain perfectly calm and un- 
moved as they stand in line. 

"Balance" proves who can best poise an apple on the head 
and walk across the room. All the "balancers" start across the 
room at the same time, and the first successful ones are awarded 
the blue ribbons. Balancing peanuts on a knife blade and 
carrying them from one end of the room to the other is another 
way to execute the test. 

When it is time for the flights every one is handed a paper 
aviation cap to put on. Then paper and pencils are passed to all, 
and they are invited to take flights of fancy. These, it will be 
explained, may be rhymes, romances, or the biggest lies that can 
be invented. A flight of oratory may also be offered. A com- 
mittee of three appointed on the spot promises to report on the 
winners at the close of the evening, but we had the blue ribbons 
awarded as soon as the contest was over. Here was a place and 
time for some long "ghost" stories and the like. 

The "air races" are of two sorts: the "hot-air" race and the 
balloon race. In the "hot-air" race the contestants are timed as 
to the number of words each one can say in three minutes with 
the eyes shut. For the balloon race several strings are stretched 
from one side of the room to the other, and the same number 
of toy balloons are supplied. The object is for the contestants 
to blow their respective balloons across the room, following as 
nearly as possible the courses of strings. The choice of different 
colored balloons makes for interest and consequent "rooting." 

The arrival of the mail is heralded by the entrance of some 
one dressed in aviator's garments — warm helmet, goggles, gloves, 
and all — carrying a mail sack, which, if real, should be a new 
one. An imitation one will do. The aviator then proceeds to 
take out numerous packages which he hands to the guests as 
far as they go. There should be at least half as many packages 
as persons present. Each bundle is marked: "Owner unknown; 
find another to share this." The explanation is that each re- 
cipient of a parcel must immediately seek a partner and, upon 
Ending one, open the parcel, finding enough sandwiches foj* two. 



PHUNOLOOY. 147 

Meanwhile hot coffee or chocolate is being served by pretty 
waitresses, with Japanese fans stuck in their hair wingwise. 

The evening may end with a "musical flight," or, in other 
words, a rousing "sing." — Couey-Melton, Sedalia, Mo. 



AN AUTOMOBILE PARTY. 

(Second Prize.) 

We were to meet at the home of one of our members, and 
imagine our surprise at not finding a car in sight, but over the 
front door a large sign: "Garage — All Kinds of Repairing 
Done." The interior of the house was changed into a true-to- 
life garage, with old tires, inner tubes, oil cans, etc., scattered 
about, and signs of "Don't Smoke. If Your Life Isn't Worth Any- 
thing, Gasoline Is," "Gasoline, 28 Cents per Gallon," and other 
advertisements of auto accessories hanging about the rooms. 
Partners were found by matching the cut-up halves of automo- 
bile pictures, and then each couple was given a pencil and a 
copy of the following "Motor Romance" to complete: 

"Alice and her beau one day 

Went riding in his [Chevrolet]. 

Her beau was fat, his name was Frank, 

And he was somewhat of a [crank]. 

It was too bad he wasn't smarter, 

Because he couldn't work the [starter]. 

She showed him how, the little dear, 

And also how to shift the [gear]. 

Away they went — but something broke; 

*Twas just a measly little [spoke]. 

He fixed it with a piece of wire; 

Then something popped — it was a [tire]. 

'Twas mended soon, but next, kerflop! 

They struck a branch and smashed the [top], 

'Dear me,' cried Alice, 'that's too much!' 

Then something happened to the [clutch]. 

And next, poor Frank, unlucky dub, 

Just grazed a rock and smashed a [hub]. 

They crossed a brook, but missed the ford, 

And sank down to the [running board]. 

'O, Frank,' cried Alice with a squeal, 

*l think we're going to lose a [wheel]!' 



148 FHUNOLOQY. 

They climbed the hill, and when 'twas se«n 

The tank contained no [gasoline] 

They coasted downward to the lake. 

But Frankie couldn't work the [brakt] 

And struck a tree a moment later 

That almost smashed the [radiator]. 

So both climbed out, and poor old Frank 

Bought gasoline and filled the [tank] 

And gathered up from road and field 

The fragments of the broken [shield]. 

He fixed the engine tight and snug, 

But had to use a new [spark plug]. 

Just then he slapped at a mosquito, 

And dropped a wrench on the [magneto]. 

'Twas useless then to sweat and toil, 

Nothing would run except the [oil]. 

'' They journeyed home with Frankie pushin', 

While Alice sobbed upon a [cushion]. 

She'd not forgive, she vowed with scorn. 

Till Angel Gabriel blew his [horn]. 

So poor Frank's hopes were doomed to blight, 
And Alice married [Willys-Knight]." 

The couple with the largest number of blanks filled correctly 
was presented with a glass automobile filled with small candies. 

The next contest was an automobile puzzle. The crowd was 
divided into groups of six, and the group which first finished 
putting together the many pieces of a cut-up paper automobile 
was given a number of "extra tires," which proved to be a small 
peppermint "life-saver." 

Sides v/ere next chosen for a relay race, the two sides racing 
with two small automobiles attached to a long string. Each 
player -had to run the autos around a miniature signpost read- 
ing: "Speed limit, sixty miles per hour. Go the limit." The win- 
ners of this rather hilarious race were rewarded with sticks of 
chewing gum labeled "Emergency Tire Mender." 

The boys and girls were then sent to the "Supply Station," a 
corner of the room made into a supply station, and were served 
with "extra tires" (doughnuts) and "gas" (lemonade). 

The last number on the program was an "Automobile Wed- 
ding " The blanks were to be filled with the name of some car, 
and the winner in this contest became the proud (?) possesior 
of a moit ferocious-sounding horn: 



PHUNOLOGY. 149 

"An Interesting wedding took place last week. The bride- 
groom's name was Mitchell, and the bride's name was Haines. 
He proposed by the light of the Moon, and they were wed in the 
palace of a King. The ring was carried by a tiny Paige. The 
bride was gowned in shimmering White, and her crown of 
Auburn hair made her look decidedly Regal. The groom pre- 
sented his best man with a seven-jewel Waltham, and the bride 
gave her maid of honor a silver-back Brush. They decided to 
travel Overland in their new machine, but they had several mis- 
haps. The bridge over the first river had been washed out, so 
they had to Ford. Another time they were almost arrested for 
speeding, but managed to Dodge the officer. The weather was 
Peerless, and they toured the entire Empire, though they some- 
times had to hire a Pathfinder. When they returned the King 
made the bridegroom Premier of his kingdom." — Miss Edith 
Bayne, Macon, Ga. 



NEIGHBORHOOD BIRTHDAY PARTY. 

(Third Prize.) 
The invitation reads: 

"I always have wished I'd been born in July, 
And doubtless you feel just the same as do I; 
So let's have a birthday party together, 
Right in the midst of this picnicky weather. 
For the date of your birthday we don't care a bit; 
But if you are longing to make a great 'hit,' 
Wear something that shows just the time and the season 
That you were born in. Be sure 'there's a reason.' 
We don't ask to know if 'twas night or 'twas mornin', 
But merely the name of the month you were born in. 
Bring a picture to show how you looked when a baby 
For our great guessing contest. 'Twill win a prize maybe/* 

The last two lines refer to a contest in which all these baby 
pictures are entered, the prize going to the person who has best 
kept his or her "baby looks." 

There will be a great deal of originality In the way in which 
the months are symbolized. Some one may represent January 
by wearing two huge calendars strapped over the shoulders 
after the fashion of the "sandwich men" who serve as walking 
advertisements on city streets, while another may sew old calen- 



150 PHUNOLOGY. 

dars over her gown in fanciful designs. Still a third might 
typify the month by an armful of resolutions which she gives no 
one because she must "keep them." 

One February girl may decorate her white gown with lace 
paper, roses, hearts, and cupids till she looks like a living valen- 
tine, while a string of paper hearts worn over her white dress 
may be quite as suggestive of the month for some one else. 

March might wear a gray Canton flannel hood with ears to 
represent Pussy Willow, who preeminently belongs to March. 
Another might bring a toy drum and keep time with it while 
marching around the room. 

April's child should wear a raincoat, carry an umbrella, and 
make rainbows on the walls by means of a prism- 

A pretty idea for May would be to wear a May basket bonnet 
from which blossoms appear to be falling, though they are sim- 
ply suspended on black threads. 

June, with its brides, its sweet girl graduates and roses, offers 
endless possibilities. 

July will robe its daughters in the Stars and Stripes. 

August may be represented by means of yellow crgpe paper 
hat and collar made like sunflowers, worn with a white gown. 

The September woman might become a child again, starting 
to school in her clean gingham apron, with her books under 
her arm. 

Halloween pumpkins, ghosts, and witches could be used to 
symbolize October, while Puritan maids would come in for a 
share of the November honors. 

December, with its icicles, its snow, its Santa Glaus, and its 
holly, would suggest a score of ideas. 

A contest would be as follows: 

1. What is the most traveled age? (Mileage.) 

2. What is the greenest age? (Foliage.) 

3. What is the most cruel age? (Carnage.) 

4. What is the most edible age? (Sausage.) 

5. What is an age a man dreads? (Mortgage.) 

6. What is a comfortable age? (Carriage.) 

7. What is a thieving age? (Pillage.) 

8. What is a condescending age? (Patronage.) 

9. What is the bravest age? (Courage.) 

10. What is the most barbaric age? (Savage.) 

11. What is a disgusting age? (Garbage.) 



PHUNOLOGT. 161 

12. What Is the age to which many Englishmen aspire? 
(Peerage.) 

Each guest might be requested to bring something of which 
she wishes to get rid. It should be wrapped up in a package and 
each package numbered. Corresponding numbers are drawn by 
the guests. The drawing and opening of these "birthday presents" 
would furnish no end of fun. — Miss M. E. Dixon, Panama City, 
Fla. 



HALLOWEEN PARTY. 

All of those invited to the party were asked to come masked 
or dressed in Halloween style, such as witches, ghosts, devils, etc. 
In addition, several were chosen to dress for their particular 
parts, as they were to be on the program. 

The evening's entertainment centered about four particular 
features. One of these was the devil's cave. One corner of a side 
room was curtained off so that no outside light could get in. 
On one side of this space was an imitation fire, with red lights 
for flames, and this furnished the only illumination. About ten 
persons at a time were admitted, and the devil and his imps, 
suitably garbed, took charge. In solemn hushed tones the devil 
told about seeing a cat killed that afternoon. After reciting all 
the gruesome details he could think of, he said he had brought 
some parts of the said cat for their examination. All of this 
time the imps are uttering weird noises, catcalls, etc., or any- 
thing calculated to get the imagination stirred up. Thereupon 
the devil passes around an old rabbit's foot, a piece of fur, and, 
last of all, a piece of raw liver. It is necessary to keep this 
piece of liver moving, or some one will drop it. Believe me, it 
certainly produces a genuine Halloween atmosphere, especially 
among the girls present! 

Another stunt is to hang a sheet over an open doorway, leav- 
ing a small opening about the height of the chest. Every one is 
invited to come and shake hands with "Napoleon." Some one 
is stationed behind the sheet with an undressed kid glove filled 
with meal or any other mushy substance. The glove should 
be dipped in ice-cold water, and when the victim puts his or her 
hand through the opening the cold glove is put in the palm. You 
have to watch to see that the glove is not snatched away during 
the shaking. 

Then the conventional witch's caldron is used, with the witches 



152 PEUNOLOGY. 

dancing about it, singing a ghost «ong without accompani- 
ment. 

One very amusing feature was three or four young men 
dressed as black cats, who circulated about among the guests, on 
all fours, meowing and occasionally getting together for a 
regular cat fight. They provoked a regular gale of laughter 
over their antics, getting in their good work whenever a lull 
threatened. 

The decorations consisted of stacks of cornstalks, with imi- 
tation pumpkin heads inserted near the tops of the stalks, Illumi- 
nated by red lamps. All around the walls were strings of black 
paper ghosts, goblins, cats, witches, etc. No bright lights are 
used, the ghostly effect being maintained throughout. The 
shocks of cornstalks provide places for the cats and witches 
to circulate about, appearing and disappearing unexpectedly 
from time to time. The refreshments consisted of apples, pump- 
kin pie, and coffee. 

In order to make the different stunts effective, a great deal 
of work is necessary in getting the room decorated properly. 
Under bright lights and with no special setting, it would be 
almost impossible to create the proper atmosphere for enjoying 
the Halloween entertainment. The cats kept the crowd stirred 
up and moving about in the intervals between the other stunts. 

After the refreshments were served, every one gathered around 
the witch's caldron, and they told ghost stories. 

As stated above, too much emphasis cannot be laid on the 
decorations, as the setting gives the atmosphere to make the 
impressions effective. — J. W. Thome, Wichita Falls, Tex. 



CHRISTMAS PARTY. 

Our Christmas party contained some features not ordinarily 
used and which might be of interest. A special effort was 
made to get all of the Leaguers out that evening. The choice 
of escorts for the young ladies was not left to the discretion of 
the young men, as some of the ladies might have been neglected. 
The Sunday before the party couples were paired off, and those 
who had not met each other beforehand were introduced to 
each other. This not only insured the maximum of attendance, 
but it also brought out more bashful swains who had never mus- 
tered up nerve enough before to make a date with a young lady, 
and also brought out some young ladies who might not other- 



PHUNOLOGY. 153 

wise have had a chance. With a little diplomacy and con«id«r- 
*hle urging, nearly every one invited showed up. 

Every one present was provided with a gift. Announcement 
was made that all should bring at least two presents, not to 
exceed fifteen cents each, one of which was to be given to each 
one's partner. Whistles were In abundance, as well as toys of 
an amusing nature. 

First on the program came readings and vocal and instru- 
mental numbers, featuring Henry van Dyke's "The Other Wise 
Man." 

Long streamers of red and green crepe paper were hung across 
the room. On one side was the Christmas tree, with its load 
of decorations and gifts. On the other side was an illuminated 
cross, wrapped in cotton and sprinkled with imitation snow, 
bringing in the thought of sacrifice along with the other Impres- 
sions of the Christmastide. 

Laughter and jokes, usually with a personal flavor, using our 
pastor or League president as the butt, featured the evening, 
and in the midst of it all came Santa Glaus, distributing the 
presents, which had previously been tagged. Quite a number of 
our older friends were present, and not one was overlooked. 
After the presents had been distributed, every one was given a 
small stocking full of nuts and candy. For a while it sounded 
as if Bedlam had broken loose as all those who had received 
whistles or horns formed an impromptu parade about the room, 
using their noise-provoking instruments to the limit. Refresh- 
ments of hot chocolate and cake were served, and after a season 
of good fellowship and Christmas greetings the party broke 
up. 

This party was a success for two principal reasons. First, 
pairing off the couples as we did insured the maximum of at- 
tendance; and, second, every one present was remembered with 
a present.— J. W. Thome. 



A MAD MARCH PARTY. 

On the fifteenth of last March (1920) there was great excite- 
ment among the boys and girls in our town, those of them who 
were League members feeling quite superior and honored and the 
others feeling quite the opposite. Very unique invitations had 
been received by the fortunate young people, which read some- 
thing like this: 



154 PHUNOLOGY. 

"If you're feeling right bad, 
We'll make you quite glad 

On the date that is given below. 
At a 'Mad March' party, 
"With fun, hale and hearty, 

We'll meet as the March breezes blow, 

"Epworth League Room, Friday night at eight o'clock." 

The "breezy" effect was increased by the appearance of the 
invitations, for they were written on pink wrapping paper, tied 
with blue twine, and the words arranged in all sorts of wild 
shapes and places, giving it a regular Chinese puzzle effect. 

As a consequence of this unique starter the guests arrived 
on Friday night with the thrill that foretells a jolly time, and 
they were not disappointed. 

The first stunt was a Mad March by all the guests, which was 
really a Grand March Backward, with the folks running instead 
of walking. The "windy" and "mad" idea was carried through 
the whole evening in all the games and the serving of the 
refreshments. In one of the games four big balloons were 
tossed up between two long rows of seated guests, and they 
were to keep them high and knock them back and forth, but 
they could not rise or use their right hands. Other "rowdy" 
games were played, such as "London Bridge" and "Drop the 
Handkerchief," carrying the guests back to grammar school 
days, and the "gales" of laughter that ensued were as gay and 
refreshing as any breeze that ever blew from the cave of the 
winds. 

When the fun was at its height the entertainment committee 
issued from the kitchen, walking backward and holding out 
behind them plates of delicious ice cream. Oatmeal cookies were 
served on inverted plates and the guests required to take them 
by turning backward and reaching out behind them. 

On the whole this "stormy" little affair was a "howling" suc- 
cess. — Catherine Waterfleld, Brownsville, Tenn. 



A STREET FAIR. 

"Big Street Fair Tuesday night at eight-thirty o'clock. Only 
masqueraders admitted. Come one, come all. Admission free. 
Under auspices of Vineville Epworth League." 

The above notice was printed on large placards and placed, 



PHVNOLOGY. 156 

several days before the date of the fair, In convenient places 
where Leaguers would be most apt to see them. In addition to 
this, numbers of circulars were sent to the members of the 
League urging them to come and bring their friends. 

Although the placards stated that admission was free, a small 
charge was made at the door, that of registering with the left 
hand in a small book on numbered lines. Those fortunate 
enough to put their names on a blank line were exempt from 
having a prank played on them during the course of the evening. 
Just inside the door was a little boy selling confetti for a big 
grin, while the guests' left hands were tied up in paper bags and 
the proclamation issued that the person who shook hands with 
the greatest number, but whose bag was in the best condition at 
the close of the festival, would receive a prize, which turned out 
to be a huge bag of cotton candy. 

The "street" was the basement of our church, which Is rather 
large and has one side made up of small partitioned spaces 
which served well for open booths, and some were curtained for 
the side shows. The fat and lean women, the "wonderful little 
animal, tail where its head ought to be" (a tiny toy cat with 
its tail in a saucer of milk), the angler's luck (fishing ror your 
future), Hawaiian music hut (girls and boys with guitars, man- 
dolins, etc.), gypsy fortune tent, and the trip to Mars were all 
represented. The last-named feature proved to be one of the 
most amusing. The travelers were blindfolded and given a 
lunch which contained cooked worms (boiled macaroni), which 
they were compelled to eat. Along the route they were rocked 
and turned about in chairs, swung in swings, made to climb out 
of a window, walk through a narrow pass, climb a ladder, and 
come down a slide, arranged from a rather tall window, back into 
the building. The refreshment stands, at which pink lemonade, 
pop corn, apples, ginger cookies, and peanuts were served, proved 
very popular, while the auto races drew large crowds. Pictures 
of seven of the best-known cars were given to seven drivers, 
who chose from among the crowd those who should be boosters 
for the different cars. First, the gasoline tank had to be filled. 
Each driver was given a glass of water, and the one who suc- 
ceeded in drinking his first won a point for his car. Next, the 
seven drivers with their boosters staged a relay race. Lastly 
came the blowout. Each driver was given a jar filled with 
feathers and told to blow them out when the signal was given, 
and the one succeeding in blowing all the feathers out first and 



156 PHUNOLOGY. 

yelling the name of his car gained a point for his car. When 
the points were counted and the successful driver decided upon, 
he was awarded a toy automobile. Be sure there is a Ford in 
the race, for in most cases the little Ford wins out. — Lila Virffinia 
Lumpkin, 15$ Pierce Avenue, Macon, Oa. 



A NOVEL CAN SOCIAL. 

Almost every district has among its benevolences an orphan- 
age to support. Here is a novel social plan by which a society 
may have an evening of fun and also render a service to the 
orphanage. 

Advertise this as a "Can Social." Have the invitations pasted 
on cans of condensed milk and ask all guests to bring the cans 
with them when they come. They can then be sent with the 
other contributions. If this is too expensive, use folders having 
on the cover a drawing of a can. Let the invitations read: 
"Said a canny young Scot to his granny: 'A canner can can any- 
thing that he can, but a canner can't can a can, can he?' Come 
to our Can Social, church parlors, Tuesday evening. Admis- 
sion, one can of fruit. All fruit will be sent to the orphanage." 

At one end of the room have a large picture of a dog. Let the 
guests pin a paper can on a dog's tail; 

For the next game place the guests in two long rows of chairs 
after they have chosen sirles. Pass pencils and papers having 
written upon them the following contest. (Announce ahead that 
the winner on each side — the one having the largest number of 
correct answers — will be presented with a medal.) The questions 
are as follows: 

Can You Guess These? 

A city in China? (Canton.) 

A political can? (Candidate.) 

A bright can? (Candle.) 

A singing can? (Canary.) 

A can in Panama? (Canal.) 

A heathen can? (Cannibal.) 

A noisy can? (Cannon.) 

A can which no Leaguer will be guilty of using? (Cannot.) 

A shrewd can? (Canny.) 

A floating can? (Canoe.) 

A book agent's can? (Canvass.) 

A poetic can? (Canto.) 



PHUN0L0G7. 157 

A musical can? (Cantata.) 

A frank can? (Candid.) 

A sweet can? (Candy.) 

After tlie answers have been corrected give to each of the win- 
ners a tin can and a can opener. At the signal let each begin 
to cut out for himself or herself a round tin medal, each side 
cheering on its own representative. 

Next have charades, using words containing the syllable "can." 

For refreshments serve the following: Canned peaches, candy, 
canned cow (cream), cakes. 

During the refreshment hour let the guests give any new 
ideas which they may have "canned" during the summer vaca- 
tion, ideas gleaned from conferences or visits to other Leagues, 
etc. 

When the guests "can" not stay longer, escort them home In 
"tin Lizzies," requesting all who "can" to return the next day to 
help pack the fruit to send to the orphanage. — Mrs. S. M. LaivSy 
Pocassetf Okla. 



HOBO PARTY. 

The following invitation was written with red pencil on 

brown paper with ragged edges: "Call at , back door, at eight 

o'clock for a 'hand-out.' There'll be other tramps and the way 
clear of 'cops' till ten-thirty. (Signed) Third Dept. Supt. E. 
League." 

As the guests arrived they sat around a fire near the side gate 
in the alley. The occasion was the annual reunion of ''tramps." 
The leader called for a report from last year's make-believe 
meeting. This report contained thrilling experiences of difierent 
"tramps" that had been sent in to the secretary during the year. 
Then all the "tramps" were given an opportunity to relate any 
remarkable, thrilling, or sad experience they had had. 

New rules governing "hobos" were then adopted. A tried and 
trusted "hobo" was sent to see what could be found to eat in 
this house. A favorable report being made, all the "tramps" 
came, and each was given a paper bag containing a sandwich 
and told to go to Mrs. Brown's back door, quite a good 
walk in the opposite direction; there each was given a paper 
basket containing salad and a pickle and told to seek IMrs. Hick's 
back door, a long way off in the other part of town. There they 
were given coffee in tin cups and went to a near-by park or 



158 PHUNOLOGY. 

vacant lot, where they spread and ate their lunches undisturbed 
by "cops" till just at ten-thirty, when they suddenly appeared on 
the scene, and the "tramps" were made to "move on." — Miss M. E. 
Dixon. 



AN INDOOR CAMPING PARTY. 

One Sunday night at the close of the devotional services it 
was announced that on the following Thursday the League 
would entertain all the young folks of the Church in the church 
parlors (Sunday school rooms). The girls were requested to 
wear skirts and middy blouses and the boys khaki if they 
owned any. Each person was requested to bring one ten-cent 
box of marshmallows. 

When they arrived they found the floor of one room covered 
with clean dry leaves and all rooms trimmed with green boughs. 
The rooms were lighted with lanterns, the plain workaday kind, 
and candles stuck into potatoes hollowed on one side and flat- 
tened on the other. 

When all had arrived It was announced that the first game 
was to be the old but jolly game of "Simon Says Wig-Wag." 
All were seated in a circle, and ore person was chosen as 
leader. As soon as the interest in this began to lag it was 
announced that next there would be a hunt. The doors to the 
next room were now opened, and the region proved to be aston- 
ishingly rich in game, considering the nature of the surround- 
ings. In the corner of the room stood an easel, which supported 
a wide pine board on which had been fastened small pictures of 
all sorts of birds and animals, from sparrow to elephant and 
anteater. The weapon was an air gun, the missile a small dart. 
Each guest was permitted to choose the beast at which he or 
she desired to shoot. We were informed that each animal rep- 
resented a number of score marks printed on the back of the 
card. Naturally, therefore, the guests shot at the big game, 
such as the elephant, but when the cards were removed they 
found that the elephant counted only one, while the sparrow 
was good for twenty-five. 

Before the games started the boys wrote their names on one 
piece of paper and the girls on another, and then all the boxes 
of marshmallows were collected. 

After the hunting was over it was announced that next we 
nJiould $0 fishing, but only the girls were to be allowed to fish, 



PHUNOLOGY. 159 

Every one returned to the room covered with leaves, and there 
found a big washtub covered with a large piece of cardboard, 
In the center of which was a hole just big enough to pass the 
hand through. Each girl reached through the hole and got one 
box of marshmallows, on which a boy's name had been written. 
As soon as she found her partner in this way they were ushered 
Into the yard back of the church, where they found a large bed 
of wood coals. Around this all gathered and with long pointed 
sticks toasted and ate marshmallows. A number of those 
present told short tales appropriate to the occasion as we toasted 
marshmallows. — Elsie Denisoii, Waco, Tex. 



A COB SOCIAL. 

(A social at which forty-five people were entertained at a cost 
of seventy-five cents.) 

The invitations should be worded: "To meet Mr. and Mrs. Cobb 
Tuesday evening at eight o'clock. Please present at the door 
an apple or a corncob." 

Have some one at the door to receive the cobs, but let each 
guest retain the apple. The first game is called "Swapping Ap- 
ples." It is the old "Yes and No" game changed for the occasion. 
Each one tries to ask questions of all he meets; if the answer 
given is "Yes" or "No," the one who answers must forfeit an 
apple. The object of the game, of course, is to see who can 
obtain the most apples. 

For the next contest choose sides. Let each side choose two 
candidates. Have suspended from the ceiling a stiff piece of 
cardboard, in the center of which is an oblong hole. Let a per- 
son stand on each side of the cardboard and steady It. Break 
cobs into three pieces each. Give each participant three pieces 
of cob. Let them toe the mark and in turn try to throw the cobs 
through the hole. Each person gets three shots, and each team 
gets three attempts. Have a scorekeeper keep track of the 
points. 

If the crowd Is small, play cob-and-apple croquet. Lay off on 
the floor, in regular croquet style, a court, using cobs laid flat 
on the floor for arches, apples for balls, and lath or any even 
sized sticks for mallets. Let each side enter one team and let 
them play regular croquet. For each arch have two cobs laid 
Bide by side, but far enough apart for an apple to be rolled 



160 PHUNOLOOY. 

through. The apple must not displace a single cob. This ig a dif- 
ficult though dandy game. 

Have prepared beforehand some cobs to which have been 
tackled flat cardboards or anything that will cause the cobs to 
stand upright. Arrange them like nine pins and play with the 
apples for balls. Have each side choose several boys. Give each 
boy a cob, an apple (if his has mysteriously disappeared in 
the meantime), some pins, one piece of crepe paper, and one paper 
napkin. Have handy a pot of paste and a pair of scissors. Let 
each boy dress a doll, using the apple for the head, the cob for 
the body, and the paper, etc , for the clothes. To the one v/ho 
finishes first and has the best doll present a cob doll made by 
the committee. For the booby prize wrap up in tissue paper an 
apple core and tie it with ribbons. This contest is especially 
funny. 

For another game have the two sides seated in two long lines, 
if possible. Have the first one on one side start a story, at the 
same time peeling the apple. When the apple is peeled, the first 
one on the other side must start his apple and take up the 
story and go on with it. One side tries to prevent the couple 
in the story from marrying; the other side tries to get them 
married off. The rules are that the marriage must not come off 
without a three months' notice, and sudden death or sickness is 
prohibited. This is one of the most interesting and lively games 
I have ever played. The situations through which the poor 
couple must be taken are very funny. The couple meet only to 
be parted cruelly by some unsympathetic member of the other 
side who has been jealously watching your apple-peeling. The 
romance usually terminates in a happy marriage or else on the 
scaffold, according to which side has the last word. 

For refreshments pass apples and fresh pop corn. 

On leaving, each guest expressed his appreciation of the 
evening's entertainment to two members of the committee rep- 
resenting Mr. and Mrs. Cobb. This has proved to be a truly suc- 
cessful social. It v/as given at a total expense of seventy-five 
cents, and forty-five guests pronounced it the "best ever." It is 
essentially a Corn Belt social, but most towns of the South and 
central States are plentifully supplied with apple and cob bins, 
and this social was planned to demonstrate that one may have a 
good time anywhere with materials that are close at hXnd.l 
though often simple and inexpensive. Try this and seeif 
doei not "fill the hllV'—Mrs. S. M. Laios. 



PHVNOLOGY. 161 

A QUIET PROGRAM. 

At this social we invited all our mothers, fathers, and friends 
to come out. First we had introductions. Next on the program 
all stood with bowed heads while the pastor gave a short prayer 
of thankfulness. Then the following verses were read, and as 
each was read it was at once responded to by the one to whom it 
had been given several days beforehand to prepare on. 

1. Though puzzles do our minds distress, 
We'd like several good ones now to guess. 

(Use tact and get several good ones at this. Have about four. 
Not too many of any one thing so as to lose "pep.") 

2. We'd like to hear you tell to-day 
Some funny things that children say. 

(I appointed two old maids for this. Use original sayings, if pos- 
sible.) 

3. Describe some woman in the town, 
Her nose and hair, her dress and gown; 
But do not give us her address, 

Nor tell her name, and we will guess. 

(This was given to a girl who carried it out in poetry. Some 
excited guessing took place.) 

4. We'd like a story full of fun: 
You're gifted; tell us one. 

(Choose a person who can do things and keep interest. There is 
usually such a one in every society.) 

5. Misery likes company, they say; 
We'd like to hear you tell to-day. 
Don't hesitate, but now begin. 

Of the worst scrape you ever were in, 

(A boy, or several, who has been to school or college is good for 
this.) 

6. Your talent gives us much delight; ! 
We wish that you would please recite. 

(Some Junior is good for this.) 

7. Your part In this program to help us along 

Will give us much pleasure; please sing us a song. 

(Some one who can sing.) 
11 



162 PHUNOLOGY. 

8. If music hath charms, we wish that to-day 

You'd prove it, and something quite charming would play. 

(Any sort of instrument. Boys, if possible.) 

9. Tell some joke on yourself, your wife, or friend, 
But we hope that you'll have it pleasantly end. 

(Our pastor told one on his wife.) 

10. Describe some trip you've taken afar, 
To Mexico, Europe, or Zanzibar. 

(Given to one who had taken a summer auto trip to Colorado.) 

11. Give a tale of old time when settlers were few, 
Of what they had then and what they did do. 

(Given to oldest ones present.) 

12. Describe some famous picture, 

Whether dark or fair. 
Please tell us all about it 
And the artist rare. 

(We used the spirit of '76.) 

13. Without a bit of gossip sweet, 

This program would not be complete. 
Be sure that while the seasons roll 
This crowd will never tell a soul. 

(For this we had a paper written by some person full of jokes 
and so on of each and every person present. It was a real treat 
and caused lots of laughter.) 

If this is carried out, it will occupy at least two hours' time. 
Then we served light refreshments of chocolate and cake. All 
stood and joined in singing "God be with you till we meet again*' 
and were dismissed with our League benediction. This we found 
was a good way to entertain our parents. We must not forget 
them. Let us plan more socials for them also. — Louise ScJilij)/, 
Katy, Tex. 

HARD-TIMES MEETIN'. 

The Epwurth Leegers send ther greetin' 

To acquaintances fur and ny, 
' And axes all to ther hard-times meetin', 
Be the evening cold, wet, or dry. 

At the schoolhouse is ther place to meet, 
Where we'll all jine together in fun. 



PHUNOLOGY. 163 

Every woman and man will miss a treat 
That kalkerlates not to kum. 

July the third is ther date, 

Eight o'clock is ther time; 
Two sense due for all that's late, 

One hour behind, a dime. 

Good kermittees are fixin' much 

To make this gatherin' shine. 
They'll have the grub, fur the Epwurth Leege 

Never gits behind. 

KONDISHUNS. 

That awl our 'steemed and b'iled friends may feel kumfortible 
and quite ter hum, our president, Mr. Rummage Bargainhunter 
Clark, has 'pinted a kummittee consistin* uv Miss Noseitall Time- 
killer Batts and Miss Titewad Talkanddonothing Hester to v/rite 
sum observances ter be kunsidered as follows: 

1. All gents with stow bot shurts, slick dude kollers, klene 
faces, blacked shuz, will be fined 5 sense ter git in. 

2. Ye wimmen gests will kum waring homemade gowns, 
gingum apruns, one korkskru kurl and chawing wax, else a fine 
uv 5 sense will be exposed. 

3. A splendid kommittee uv feller feelin' will mate the timid 
yuths and mades at the dore, and konduck them grasefuUy ter 
ther plases. 

Ye Wimmenses Fines. 
Fase whitened 5 sense, furbelows and fixin's 2 sense, finger 
rings 2 sense, dimun rings 5 sense, ear bobs and belt pins 3 
sense, starched dress 5 sense, baretts 1 sent, braselet 5 sense, 
wigs, rats, switches, false kurls, strickly 10 sense each, bokay 
korsaige 2 sense, lovilere 3 sense, deekolette costume 5 dollars, 
streme hobble 10 dollars. 

Ye Gentlemenses Fines. 
No mustash 10 sense, segars in pocket 1 sent each, handsum 
gents 10 sense, dentist fixed teeth 1 sent, gold koller and kuH 
buttons 1 sent each, pressed briches 5 sense, kno felt hats 2 
sense, kravat 5 sense, watches 5 sense, without breath drops 5 
sense. 

SUPERFTNES. 

Gents found talkin' ter ther wivs 10 sense. Blushln* gurls 1 
sent. Bashful boys 1 sent. Married wimmen flurtin' 10 sense. 



164 PHUNOLOGY. 

Special Request. 

All purfumery, crying babies, poughdie dorgs, and sour fases 
ter be left ter home. 

KUMMITTEES. 

Welkumin': 

Mr. Rummage Bargainhunter Clark. 

Miss Muchinlove Gadabout Ruffin. 

Miss Holdmetite Ameriky Ayres. 

Mr. Pokehisheadinatthedore Adams. 
Fines: 

Miss Noseitall Timekiller Batts. 

Rev. Longnose Butinsky Henley. 

Miss Titewad Talkanddonothing Hester. 

Mr, Hairbreadth Harry Adams (J. E.). 

Mrs. Rummage Bargainhunter Clark. 
Mustek: 

Miss Katzenjammer Long. 

Relentless Rudolf Long. 

Clumsy Claud Featherston. 

Miss Hopandgofetchit Henley. 
Servin': 

Mrs. Longnose Butinsky Henley. 

Mrs. Misowy Jane Luvisey Heflin. 

Miss Peruny Perline Adams. 

Mr. Yens Yenson Traughber. 
Refreshments fernished frum "The Gold Dust Twinzes" ise 
cream parlurs, Mane Strete. Vituls free. — 3Irs. J. Sanford 
Adams, Cedar Hill, Tenn. 



A TRIP TO THE SOUTH POLE. 

The above is the name we gave to a little social we had which 
proved to be very helpful as well as entertaining. Announce- 
ment was made at the Sunday school services, and the young 
folks were requested to bring their wraps. No further description 
was given as to the kind of social we were to have. 

We met at the church in the evening at 7:30, and at 7:45 we 
were notified over the telephone to go to a certain place five or 
six blocks from the church. We all went to the given address, 
and at that place the leader of the group received orders where 
to go next, and this continued from place to place until we 
had gone possibly a mile and a half, where the group was 



PHUNOLOGY. 165 

stopped at the home of one of the members, where seats were ar- 
ranged for all. 

The group was notified that this was only the halfway house 
and that we stopped here for a short business meeting and rest. 
This proved to be very opportune, as we had quite a large num- 
ber present, more than if we had only announced a business meet 
ing. 

After the meeting the group departed, with orders to go sev- 
eral blocks, and in the final wind-up found themselves in the 
back yard of the place we had just left, where we had the busi- 
ness meeting. We found a nice big fire, seats all around, with 
boards on the ground to protect the feet, electric lights in the 
yard provided by use of extension cords, a dining table with 
wieners, buns, pickles, and marshmallows. Sticks had been cut 
and sharpened to do the roasting, and there by the warm fire we 
roasted the wieners and marshmallows and told ghost stories. 

The place above referred to was in the city, and the fact was 
established that you can have a wiener roast and a nice time with 
it, without having to go to the country to do so. 

The company left about ten o'clock, saying it was one of the 
best socials they had ever attended. — Couey-Melton, Sedalia, Mo. 



GRAPHOPHONE SOCIAL. 

The above is the title of a very unique and original social 
given by our Epworth League. 

We had a large victrola box and took off one side and one end. 
We stood the box up on one end in the League room in a place 
which could be hid by a curtain. We placed a primary chair 
in this box on the floor, and the records consisted of human 
beings. We had an improvised crank to wind the machine after 
each "record," and when we changed the records we pulled the 
curtain to allow the "records" to get out and another to get in 
place. 

The entertainment consisted of singing, stories, and recita- 
tions. One of the numbers was "Levinsky at the Wedding," re- 
cited by one of the young men; another, "Cohen at the Phone," 
by a lady, etc. 

The entertainment lasted about an hour, after which refresh- 
ments were served. 

Of course the above entertainment could Just as well have 
been given without the improvised talking machine, but it was 



166 PBUVOLOGV. 

something different and made quite a hit. — Couey-Melton, Se- 
dalia, Mo. 

AN EXCURSION TRIP. 

A social to be held in the church. Send to League members and 
friends invitations such as the following, written on note paper, 
two tiny corks attached: "Place these corks in your ears and 

listen to no other invitation for Friday evening, December , 

19 — . Excursion trip. Tickets free." 

The Excursion. 

To each person give a typewritten copy of the following ticket, 
with the names of the towns omitted: 

"The Funville, Frolictown, and Featherbrain Railroad Central 
Station [name of your town], U. S. A. Excursion ticket issued 
to . Good for one trip only. 

Rules and Regulations. 

"This ticket is not transferable, reversible, or salable. It must 
be signed by the person to whom it is assigned. The assignee 
must not assign to any other assignee. Doctors are not pro- 
vided, but if you have the grip it will be checked by the baggage 
master. If you cannot break these nuts, call on the brakeman. 

"1. The first station at which our train stops is that for which 
our forefathers fought (Independence). 

"2. A military defense and a Paris dressmaker (Fort Worth). 

"3. A city whose aim and end is to go (Chicago). 

"4. Begins with an exclamation, appeals to maternity, and ends 
with a laugh (Omaha). 

"5. One of the apostles (St. Paul). 

"6. A woman's Monday occupation and two thousand pounds 
(Washington). 

"7. What a young man called when his sweetheart was drown- 
ing (Savannah). 

"8. An afflicted stream (Cripple Creek). 

"9. A small geological formation (Little Rock). 

"10. What old maids desire to find (Manitou). 

"11. The father of Democracy and a large town (Jefferson City). 

"12. An extinct king of the prairie (Buffalo). 

"13. A girl's name, a laugh, and a tumble (Minnehaha Falls)." 

The names of the cities are to be written in the blank spaces. 
Leader then reads the correct list. Winner receives as an ap- 



PHVNOLOGY. 167 

propriate prize a nut cracker. A colored eggshell marked "Some- 
thing easy to crack" could be given as a booby prize. 

Immediately following the excursion trip announce the names 
of two members of the party who have reached their destination. 
They are to pass singly before the crowd, with suit case in hand. 
Suddenly the lady stops to inspect her suit case. Purposely, 
suit cases have been exchanged. She opens the case and pulls 
forth, for all to see, a pair of trousers, collar, tie, large shoe, etc. 
Then after passing off the stage the man inspects his case, and, 
much to the enjoyment of lookers-on, he finds a lady's hand- 
some skirt, powder, mirror, etc. Both seem very much per- 
turbed as they pass out. This will make a most enjoyable eve- 
ning of fun. — Catherine Stricklin, St. Elmo, Tenn. 



AUCTION. 

Prepare a great many boxes of varying shapes and sizes, as 
match boxes, cracker boxes, soap boxes, etc. In each place a 
toothpick, or potato, sample of patent medicine, rubber doll, soap 
baby, all-day sucker — anything to create fun. Wrap in tissue 
paper, tie with baby ribbon, making each box look attractive. 
Charge an admission fee of ten cents. Give each person a bag of 
beans, one hundred in each, after he has paid the ten cents. After 
the company has assembled, the auctioneer, who must be quick 
and witty, auctions the boxes to the ones bidding the highest 
number of beans. No one is allowed to bid more beans than he 
has in his sack. — Catherine Stricklin. 



MIMEOGRAPH SOCIAL. 

A social especially for Leaguers. Give each member present a 
mimeograph copy of list of members. A reception committee, 
wearing rosettes of League colors, make it their duty to introduce 
members. As soon as two members meet, each scratches the 
other's name off. The one who meets the largest number re- 
ceives a prize. This is interesting and aids in breaking the 
ice. — Catherine Stricklin. 

RAILROAD TRIP OVER GEORGIA. 

When the Leaguers came they had to go to the ticket office, 
and there they were given a ticket to some place In Georgia. 
There were two to each place, one for the man and one for the 



168 PHVNOLOGY. 

lady. Then they went into the waiting room. When almost all 
had come we let them into the train, which was made of two 
long rows of chairs, two together, and an aisle in the middle. 
We had a bell cord and conductor. When he pulled the cord 
and called the station the boys moved up one seat and so 
changed partners. The porter was very much in evidence vrith 
his whisk broom, etc. The flagman was not forgotten. But best 
of all was the news butcher, with peanuts, pop corn, chewing 
gum, and candy. In the rear of the car we were supposed at 
a signal to go to the diner, where the real refreshments were 
served, but this was before war-time saving came in. I suppose 
now we would stop with the nev/s butcher. We had signs up 
such as "Watch Out for the Tunnel" (when we went through the 
lights were turned off), "No Dogs Allowed," "Have a Ticket," 
"No Riding on Your Face," "Don't Flirt with the Conductor. He's 
Married." — Annie R. Watson, Macon, Ga. 



CHAPTER XV. 

GAMES ARRANGED FROM A TO Z. 

ADVICE GRATIS. 

Each player is provided with a slip of paper on which he is tc 
write a bit of advice, original or otherwise, humorous or serious. 
Papers are folded, put in a hat, and shaken up. Each person 
takes one. Before unfolding it to read to the crowd, the players 
must say whether the advice is good or bad, uncalled for or 
timely, unnecessary, etc. As they have not seen it, amusing 
situations may result, as you can well imagine. For instance, 
Miss Jones says that hers is "exactly the thing." She then opens 
and reads: "Don't propose to every man you meet." 



AN APPLE RACE. 

Contestants line up at starting point, each with an apple bal- 
anced on his head. At the signal they start for the goal, no use 
of the hands being allowed to keep the apple in place. If the 
apple falls from the head, contestant must pick it up, go back to 
the starting point, and start over. The winner is the person who 
first carries the apple the whole distance without its falling off 
his head. It is well in this contest for the contestant to rem.em- 
ber and heed the old proverb that "haste makes waste." 



AMERICA. 

Have entire company sing "America," dropping every fourth 
word, thus: 

"My country, 'tis thee, 

Sweet land liberty." 

Players who make mistakes drop out. A large company could 
be divided into groups and have the groups contest to see which 
can "put it across" in the best style. 



ANIMATE ALPHABET SPELL. 

Two complete sets of cardboard letters about nine Inches 
high, one in blue and one In white, will be necessary. The com- 

(169) 



170 PBUNOLOGY. 

pany is divided into two groups and line up facing one another, 
there being one person for each letter in each group. The 
leader calls a word to be spelled, and the players having the 
letters included arrange themselves in front of their lines. The 
side first spelling the word gets one point. When a double letter 
occurs, the player with that letter must move it pendulum-like 
back and forth to indicate the fact. If the letter occurs twice, 
the person must appear where it comes first, then rush to the 
next place and stand. It is possible, of course, to increase the 
number taking part by giving out additional letters, just so each 
side has the same number of each particular letter. In this case, 
when a letter occurs twice in a word, both persons holding that 
letter must appear in proper place. 



ANCIENT MARINER. 

All of the players except one stand in a line. The one who 
is the ancient mariner totters up to one of the players in the 
funniest manner possible, saying: 

"Here comes an ancient mariner from Botany Bay. 
Pray, what have you got to give him to-day?" 

all the time going through all kinds of antics to make the 
player laugh. The player must then say what she will give him, 
but in doing so must not laugh nor use the words "yes," "no," 
"black," "white," "scarlet." The mariner's object is to try to 
coax one of these words out of the player or make her laugh, 
and he may ask any question he likes in order to do so. For- 
feits may be taken if he succeeds. 



"BUZZ." 



The players sit in a circle, and the one designated begins to 
count, his next neighbor says the next number, and so on around 
the circle until "seven" is reached, when, instead of giving that 
number, the player says "Buzz." The next player says "Eight," 
and so on until "fourteen" is reached, when again "buzz" must 
be given instead of the number. Thus for every number having 
a seven or a multiple of seven the word "buzz" must be sub- 
stituted. The players who fail to do this must drop out or pay 
a forfeit, whichever has been decided. 



PHUKOLOGY. 171 

BELL CATCH. 

All players but one are blindfolded. This one must carry a 
bell which he rings, the blindfolded players endeavoring to 
catch him. When caught he changes places with the one who 
captures him. In a large crowd two or more bell ringers may 
be used. 



BEAN QUIZ. 

When company begins to arrive give each person ten beans, 
with instructions as to how to proceed. Whenever you trip some 
one into answering some question by saying "Yes" or "No," that 
person surrenders to you one bean. If you are caught, you for- 
feit one bean to the one catching you. This contest may run 
through the whole evening's entertainment, and at the close the 
winner would be the person holding the largest number of beans. 



BLACK AND WHITE TAG. 

One player is leader, the rest being divided into two sides, the 
Blacks and the Whites. All Whites indicate the fact by tying a 
handkerchief on the left arm. The rest are Blacks. Players 
stand around the floor promiscuously, Blacks and Whites mixed. 
The leader has a disk, white on one side, black on the other. 
Standing on a chair, he twirls this on a short string, stopping 
it with one side only visible to the players, who are directly 
in front of him. If the black side shows, all Whites must drop 
immediately to the floor as in Stoop Tag, the Blacks being priv- 
ileged to tag all players in erect position. If the white side 
shows, the Whites are taggers and the Blacks must stoop. Play- 
ers drop out as they are tagged. The side tagging all of its op- 
ponents wins. The leader should keep the game moving briskly 
by twirling the tag rapidly. 



BAA, BAA, BLACK SHEEP. 

Take one victim at a time into the room. Blindfold him, in- 
struct him to say, "Baa, baa, black sheep," just as you do. Tell 
him it wasn't just right, to say it again and open his mouth 
more. The third time he says it he is to open his mouth wide, 
and then a little salt is to be thrown into his mouth. 



172 PEUNOLOGY. 

BUMPETY-BUMP-BUMP. 

Here's a good get-acquainted game. It will also serve to keep 
players alert. All stand in a circle. One in center points to 
some one in the circle and says: "Right! Bumpety-bump-bump." 
The person to whom he points must shout the name of the per- 
son to his right before the center player finishes speaking, or take 

his place. 

BIRD, FISH, OR ANIMAL. 

Players seat themselves in a circle. One player stands in the 
center, and, suddenly pointing to some player, shouts, "Bird, 
fish, or animal," then the name of one of these classes, and im- 
mediately begins counting to ten. The player to whom he points 
must name some bird, fish, or animal, according to the class 
designated by the caller, before he can count ten. Thus the 
caller shouts, "Bird, fish, or animal. Bird!" The player to 
whom he points must name some bird before he counts to ten. 
Should he fail, he must take the caller's place. Repetition of 
anything previously named is not allowable. 



BURYING UNCLE NED. 

Have girls line up on one side and boys on the other, facing 
one another and some six feet apart. The boy at one end begins 
the game by saying to his neighbor: "Did you know Uncle Ned 
was dead?" "No; how did he die?" "By closing his eye." He 
closes one eye, keeping it closed while the performance goes on 
down the line, across to the girls' line, and to the end of it. 
Then he begins again by asking the same question: "Did you 
know Uncle Ned was dead?" "No; how did he die?" "By clos- 
ing his eye, with his face awry." The third time it goes around 
he says: "By closing his eye, with his face awry, and foot up 
high." The fourth time he adds: "And waving good-by." Each 
time the additional grimace, posture, or motion is assumed and 
kept to the end. When the fourth round is completed the leader 
shouts, "He's buried!" and all assume a normal attitude. 



"BUZZ" BASEBALL. 

Just as in the regular game, there are nine on either side. 
The side at the bat sits in a straight line over on the side. The 



PEUNOLGGY. 173 

other side take the field, arranging themselves In proper posi- 
tion, catcher, pitcher, etc. The distance between the bases need 
be only a few feet. One of the players on the "bench" takes 
his place at the "plate," and the opposing pitcher calls out a num- 
ber—for instance, "two" — which becomes the buzz number. The 
batter calls "One," the end man on his side calls "Buzz," the 
next "Three," then "Buzz," and so on down the line. Then it is 
taken up by the players in the field, providing no mistake has 
been made The catcher calls "Buzz," the pitcher "Eleven," etc. 
It's the old game of Buzz, as you can see. If the side at the bat 
makes a mistake, the batter is out, and another man steps up 
to the "plate," and so on until three men are out, when the 
team in the field takes its turn at the bat, the other team taking 
the field. If the team in the field fails to "buzz" in the proper 
place, the batter takes one base for each mistake made by it. 
The next batter then steps up. The runner may score only when 
forced around by succeeding batters becoming base runners. Of 
course, if a batter has made a three-base hit and the man fol- 
lowing him gets a one-base hit, the player on third may score. 
If no mistake is made by either side, and the "buzz" goes all 
the way round, the batter is out. 

Players must count rapidly so as not to make the game drag. 
The umpire may allow a batter a base if there is unnecessary 
«3elay on the part of the team in the field. On the other hand, 
he may call the batter out for unnecessary slowness on the part 
of the team at the bat. The umpire should keep the game mov- 
ing rapidly. 



BARNYARD. 

Have every one seated and let the leader announce that you 
will play "Barnyard." To do this everybody must imitate some 
barnyard animal or fowl, as directed by the leader. He then 
goes to each one and whispers "Be quiet," excepting one, whom 
he tells to bray like a donkey or crow like a rooster. The signal 
is then given for all to act the parts assigned them, and the 
donkey will bray, perhaps, much to his own confusion and to 
every one else's delight. A very good-natured person must be 
selected. Under no circumstances select any one whose feelings 
will likely be hurt. We have a distinct recollection to this day 
of one young lady who v/as deeply wounded by being fooled in 
this performance. If you haven't some one who would enjoy 



174 PHUNOLOGY. 

it with the rest of the crowd, don't use it at all. None of our 
fun should leave any one unhappy. 



BLIND SWAT. 

Select two boys as contestants. Each is blindfolded and 
handed a roll of newspaper to use as a swatter. They lie face 
down on the floor, take hold of left hands, and take turns in at- 
tempting to swat one another. They may squirm around in 
any position desired to fool the opponent, but must not unclasp 
left hands during the "swatting bee." The one making the most 
"hits" out of a certain number of trials wins. 



BOTTLE AND HANDKERCHIEF SWIPE. 

The company is divided into two equal sides. They line up 
on opposite sides of the room, facing one another. A long-necked 
bottle is placed upright on the floor midway between the two 
lines of players, and on it is placed a handkerchief. At the 
given signal the two opposing players at the left end of each 
line rush toward the bottle. The first one to the bottle snatches 
the handkerchief and rushes back to his place, with the opposing 
player in pursuit. Should he be tagged before reaching his line, 
he is captured and must take a place on the opposing side. Should 
he reach home safely, the pursuing player becomes captive and 
joins the side of the player pursued. Should the player snatching 
the handkerchief upset the bottle, he is considered as captured. If 
the players reach the bottle about the same time, they may "fiddle" 
around, sparring for a good chance to snatch the handkerchief 
and make a get-away, keeping an eye open for the moment when 
the opponent is off guard, feinting at snatching the handkerchief 
several times before finally taking it, etc. This would make a 
good out-of-doors game for picnic and summer assembly oc- 
casions. 



BLIND MAN'S BARNYARD. 

The person who is "It" is blindfolded and given a stick. The 
players form a circle about him. The blind man goes about the 
circle and with his wand points to some one. This person must 
take the end of the wand in his hand and do as the blind man 
directs. The object of the blind man is to recognize by the voice 
who is at the other end of the wand. He says, "Grunt, pig, 



PHUNOLOGY. 176 

grunt," or "Crow, cock, crow," or "Bray, donkey, bray," etc. If 
the blind man recognizes the voice and names the possessor of 
that voice, that person takes the blind man's place. 



BASEBALL GAME. 

A disk of some sort Is used. A flat stone would do. Mark off 
a diamond twenty-four inches square, as shown in the cut, 
blocked off into sixteen small squares. Divide the crowd into 




two sides. Each side selects a captain and team to represent 
it in the contest. Those not on the team form a rooters' club. 
The diamond may be marked off on the floor, ground, or sand. 
The batter stands ten feet away from the apex of the diamond 
to toss the disk, which must be clearly within the lines of one 
of the small squares to count. If it touches a line or is outside 
the diamond, the umpire declares It a "foul ball" and the player 
throws again. Three fouls put a player out. Besides the um- 
pire, a scorer must also be appointed. Each team retains Its 



176 PHUNOLOGY. 

turn at the bat until three "outs" have been made. Five-inning 
games may be played. 

1. Sacrifice hit. Batter out. Runners on base advance one 
base. (Runners on bases may be indicated by pieces of paper.) 
If no runners happen to be on base, the batter bunts and Is 
thrown out at first. 

2. Hit by pitcher. Go to first. 

3. Stolen base. All runners advance one base. If none are on 
base, the batter is out. 

4. Base hit. Batter to first. All runners advance one base. 

5. Two-base hit. All runners advance accordingly. 

6. Double play. Batter is out. Last base runner to get on is 
out. 

7. Batter out on strikes. 

8. Base on balls. Go to first. 

9. Pop-up to third. Batter out. 

10. Texas leaguer to right. Batter takes first. Runners ad- 
vance. 

11. Safe at first on error. 

12. Batter out at first. 

13. Three-base hit to deep left. 

14. Batter flies out to center. 

15. Batter singles, but is caught between first and second. 
Batter out, and all runners advance one base. 

16. Home run. Batter knocks ball over center-field fence. 



CANE CATCH. 

This is a variation of "Spin the Plate." Just as in that game, 
you number the players. Players sit in a circle. One player in 
the center stands with index finger on a cane or umbrella, 
which stands perpendicular to the floor. Suddenly he lifts his 
finger and calls a number. The person whose number is called 
must catch the cane before it falls to the floor or pay a forfeit. 
He then takes charge of the cane and calls some other number, 
and so on. 



CUSHION SCRAMBLE. 

The company Is divided into two sides. They face each other, 
join hands, and skip around a sofa pillow, which is in the center 
of the circle. Finally one side endeavors to pull the other side 



PHUNOLOGY. 177 

forward so as to make one of their adversaries touch the cushion. 
The merry scrimmage continues until some one touches the pil- 
low. This person must then drop out, and the game proceeds 
until one side is eliminated. Contestants avoid the cushion by 
hopping, drawing back, side-stepping, etc. 



COUNTING OFF COUPLETS. 

A jolly good time can be had by having the company count 
off, each person repeating an original couplet as he gives his 
number. Thus: 

"I am number one, 
I'm having lots of fun." 

"I am number two, 
A Leaguer through and through." 

Anu so on it goes. It's easy, and some really clever lines will 
be given in almost any crowd. 



CONFIDENCES. 

A good time can always be assured by the old game of "Con- 
fidences." Supply each one with paper and pencil. Have them 
write at your direction: 

i. Each gentleman, a lady's name; each lady, the name of a 
gentleman. 

2 The name of a place., 

3. A date in the past. 

4. "Yes" or "No." 

5. Again each gentleman writes a lady's name and each lady 
a gentleman's name. 

6. "Yes" or "No." 

7. The name of a virtue. 

8. Of a fault. 

9. "Yes" or "No." 

10. Each gentleman, a gentleman's name; each lady, a lady's 
name. 

11. A number. 

12. A life motto. 

When this is done each player in turn reads aloud what he 
or she has written, in answer to the following questions as read 
by the leader: 
12 



178 PHUNOLOGY. 

1. From whom (to whom) did you receive (or make) your 
first proposal? 

2. Where did it happen? 

3. When? 

4. Did you love him (her) ? 

5. Whom will you marry? 

6. Will you love each other? 

7. What is your most conspicuous virtue? 

8. What is his (or her) greatest fault? 

9. Will you be happy? 

10. Will you have a rival? If so, who will he (or she) he? 

11. How many children will you have? 

12. By what principle will you guide your life? 
Vary these questions at your pleasure. 



CHARADES. 

Divide into sides and let each side represent in pantomim.e 
and dialogue the words to be guessed, telling the guessing side 
how many syllables are in the word represented. For instance, 
it is announced that the word is one of three syllables. Two 
of the players appear before the guessers, meet and cordially 
greet one another as "Doc." Some one will probably guess 
"Paradox" (Pair-o'-docs). A point may be awarded when a side 
fails to guess and has to give up. The following words are a few 
that may be used: Moonshine, parapet, ragamuffin, Concord, 
strawberries, Panama, woman (woe-man), ingratiate (In-gray- 
she-ate), cootie (coo like a dove — T, form letter), antarc- 
tic (aunt-ark-tick), buccaneer (buck-can-ear), handkerchief 
(hand-cur-chief), pilgrimage (pill-grim-age), sausage (sav/- 
sage), aeroplane (air-o-plane), missionary (miss-shun-airy), 
anti-climax (aunty-climb-axe), billboard, hand-out (only a hand 
sticking out from under cover), penitent (pen-eye-tent), mad- 
cap, infancy (inn- fan-sea). 



CONSEQUENCES. 

Three appointed persons pass around the company whispering 
in each ear. The first gives the name of some object; the sec- 
ond tells them what to do with it; the third whispers the con- 
sequences of such action. Of course neither of the three knows 
what the others have said. After the round is completed «ach 



PHUNOLOGY. 179 

player reports after this fashion: "I was told to take a baseball 
bat and call on Miss Jones. The consequences would be that I 
would never regret it." 

CHINESE HOP. 

> Each "Chinaman" takes his position a yard or so from a row 
of sticks placed within easy hopping distance apart. Each row 
has ten sticks. At the signal to "go" each contestant begins hop- 
ping on one foot down the row of sticks, being disqualified for 
touching any of them with his foot. When the last stick has 
been hopped, the player picks it up and hops over the remain- 
ing sticks back to the starting point. Dropping the stick, he 
immediately starts back, and so on, each time picking up one 
stick and bringing it back. Only the hopping foot must touch 
the floor or ground in this process. The player getting all sticks 
home first wins. 

A relay may be run in this fashion by having ten contestants 
to a team and requiring the players to "touch off" a teammate 
before he can begin. 



DROP THE HANDKERCHIEF. 

Here's a different way to play "Drop the Handkerchief." Play 
it to music. When the music is fast, the walkers move fast; 
when slow, they move slov>^ly. "When it stops, they stop. Failure 
sends them to the center of the ring. 



DID YOU EVER SEE A LASSIE? 

Players form^ a circle, clasping hands. They circle around 
singing the first two lines of "Did You Ever See a Lassie?" 
While they are doing this one player stands in the center and 
indicates some motion which he wants them to imitate. During 
the last two lines of the verse the players stop, drop hands, and 
imitate the motion chosen, in time to the singing. It may be 
washing clothes, sweeping, hitting out with the fists, kicking, 
etc. The song is sung to the tune of "Lieber Augustine." 

"Did you ever see a lassie, a lassie, a lassie. 

Did you ever see a lassie do this way and that? 
• Do this way, and that way, and this way, and that way; 
t)id you ever Bee a lassie do this way and that?" 



ISO PEUN0L0G7. 

DUMB CRAMBO. 

The players are divided into two sides, one of which leaves 
the room; the other decides upon a word to he guessed. Those 
outside now come in and are told a word that rhymes with the 
one to be guessed. They then retire for consultation and on 
their reappearance proceed to represent in pantomime what they 
suppose the word to be. This they continue to do until they 
guess the right word or decide to "give up." When they guess 
the right word the company applauds. 

For example: They are informed that the word rhymes with 
"dead." After a short time for preparation one of their number 
returns, sits at the piano, and strikes up the wedding march. 
The rest of the group form a bridal party and march in slow- 
ly. They are informed it is not "wed." Again they retire 
and after a moment return eating, finally finishing and appear- 
ing well content. They are informed it is not "fed." Again they 
come back, marching in step, and are told it is not "tread." 
Once more they come out, cowering before one of their number 
v;ho stands in threatening attitude, but it is not "dread." Finally 
they appear and go through the motions of kneading dough. 
The crowd applauds, for it is "bread." Another group now re- 
tires, a new word is selected, and the game continues. Two 
sides may contest. Some suggestive words are given: Gin, 
din, grin, sin, pin, tin; smile, file, pile, rile, dial, mile; fight, 
right, might, night, tight, bite, kite; sick, lick, kick, pick, nick, 
tick; rain, pain, cane, crane, strain. 



DESCRIPTIVE INITIALS. 

Each person writes his or her initials on a slip of paper. 
These are distributed to the crowd. Each one now must write 
descriptive adjectives beginning with those initials. These are 
read, each person standing as his initials are called. H. R. S , 
for instance, may suggest "handsome, rustic, shy." 



DEER-HUNTING. 

The fun and excitement of this game comes in the watching. 
The "hunter" and the "deer" are blindfolded and are placed at 
opposite ends of a big table. At a given signal they begin to 
move around the table as noiselessly as possible (it will be a 
good plan to have them wear tennis shoes). The object of the 



PHUNOLOGY. ISl 

hunter Is to catch the deer and of the deer to avoid being 
caught, if possible; but neither one is allowed to run out into 
the room. Absolute silence should be kept by both the audienca 
and the players. Of course if the players make no noise it adds 
to the fun of the game, for it is then difficult for one player to 
r.now where the other one is, and therefore he will not know 
which way to move. V/hen the "deer" is caught, she may be- 
come "hunter," choosing another "deer" from the crowd. Or a 
new couple may be chosen to be "hunter" and "deer." 



FIRE BUCKET BRIGADE. 

Line up the players in two straight lines, an equal number in 
each line and facing one another. At the head and foot of each 
team's line is a chair. In the chairs at the head of the lines are 
placed a number of articles of sundry nature — tin waiters, tea- 
spoons, balls, bean bags, pans, and any other articles at hand. 
Each chair must have the same number and character of ar- 
ticles. At the signal the captain picks up one article, passes it 
on, picks up another, passes it on, and so on, until all the articles 
are taken up. Each person must receive the articles, one at a 
time, and pass them on. The player at the foot of the line places 
them in the chair as he receives them, until all the articles 
have come down. He then starts them all back, one at a time, 
until the captain receives them and places them in the chair 
at his end of the line. The idea is to see which team can pass 
the articles down and back first. All players stand during the 
game. — Beryl W. Hundley. 



FLYING DUTCHMAN. 
Players form in a big ring. A boy and girl stand outside the 
ring and start the game by running around the circle, holding 
hands as they run. Directly one of them touches a couple in 
the ring and continues running around the circle as speedily as 
possible. The couple touched must immediately run around the 
circle in the opposite direction, also holding hands as they run. 
If the couple that were "It" beat them back to their position, 
they become "It" in turn and proceed around the circle to touch 
another couple. When the running couples meet as they fly 
around the circle in opposite directions it may take some tall 
maneuvering to avoid a collision. This game is full of fun 
and is especially adapted to the out-of-doors. 



182 PHUNOLOGY. 

FORK-AND-PEANUT RACE. 

This game requires twenty-four peanuts and two forks for 
equipment. Place the peanuts in two groups of twelve each. 
Give one of the forks to a lady, the other to a gentleman. They 
must pick up the peanuts with the fork and carry them across 
the room, one peanut at a time. Record the winner each time 
to determine whether the ladies or gentlemen are in the winning 
majority. — Mrs. E. 0. Cole, Canton, N. C. 



FIND AND BE SEATED. 

Hide something about the room. Let the crowd search for It. 
Each one, as he finds the hidden article, quietly ceases searching 
and takes a seat, saying nothing to tip off the others still hunt- 
ing. No one must sit down until he has found the article. 



GIVEN WORDS. 

Each player whispers to his right-hand neighbor a single 
word. It may be whatever he pleases; and the more difficult for 
introduction into a sentence, the better. When every one has a 
word, one player begins by asking a question of his left-hand 
neighbor, who in reply must introduce the word given him, en- 
deavoring to cover it up to avoid its detection by his questioner. 
If the latter discovers the word, a forfeit must be paid. The 
element of contest may be introduced by allowing every other 
person to be a member of one side or the other. Thus a red slip 
of paper would be given to one, a white slip to the next, and so 
on all the way round. Whenever the word is detected, the player 
surrenders his slip to the leader. At the close the leader counts 
the red and white slips, and the side having surrendered the least 
number wins. 

GEOGRAPHICAL CONTEST. 

Have players sit in a circle. Some one begins by naming a 
city — for instance. Atlanta. The next person must immediately 
name a city or State commencing with the last letter. It may 
be Anderson or Arizona or Albany, for instance. If it is An- 
derson, the next place must start with the letter N, and so on. 



PHUNOLOGY. ISa 

A3 player* fail to respond they drop out. No name of a town 
or a State may be used twice. The idea is to see who can stay 
in the game longest. If a name is challenged, the player giving 
it must give its location. — Louise Schlipf, Katy, Tex. 



HAPPY HUNTSMAN. 

Arrange the chairs so that one faces one way and the next one 
the other. Have just enough for the crowd to be seated. Have 
some one go around and tell each person seated the name of 
something a hunter would carry with him on a hunting trip. 
The hunter, who is standing, now goes around the chairs call- 
ing out things he wants to carry with him on his hunt. When 
a dozen or so are following the huntsman around the chairs, 
the leader shouts "Bang!" and everybody scrambles for a seat, 
the hunter among them. The person left standing becomes 
hunter, and the game continues. — Maggie M. Flowers, Brook- 
haven, Miss. 



HOW DO YOU LH^E YOUR NEIGHBORS? 

Players sit about the room in a circle. One player in the cen- 
ter points to some one and asks: "How do you like your neigh- 
bors?" "I would like some others better," may come the an- 
swer. "Name them," comes the command, and the player names 
two other persons in the room. These players must now change 
places with the players on either side of the player questioned, 
the player who is "It" trying to get a seat. The player left out 
is "It," and the game continues. If the player to whom the ques- 
tion is put answers "Fine" or some such sentiment, there must 
ba a general scramble in which all the players change seats. In 
this mix-up the player who is "It" may succeed in getting a 
seat. 

This is an old game that has worn itself out in some com- 
munities. There is a great deal of fun in it, however, for any 
crowd that has never used it much. One or more persons not 
familiar with the game are invited to go out of the room. The 
rest decide that "It" is to be always the person to the right. 
One at. a time the persons sent out come back and try by ques- 



184 PHUNOLOGY. 

tioning the persons in the room to find out who or what "It" is. 
One question only may be asked at a time and may be answered 
only by "Yes" or "No." The answers they get will be very 
confusing as well as amusing to the rest of the crowd. For 
instance, this may be a sample of the progress made: 

"Is it a boy?" "No." 

"Is it a girl? " "No." 

"Does It talk?" "Yes." 



"I AM GOING ON A VACATION." 

This game can be used only in a crowd where the leader 
knows everybody's last name. He goes to each one in turn and 
says: "I am going on a vacation. I should like for you to go also. 
What will you take?" Only those can go who answer correctly. 
To go you must always take something that begins with the 
initial letter of your last name. "When the player so answers, 
the leader says: "You can go." Thus, if a player's name begins 
with "P," he can say, "Peanuts," entitling him to go. The 
game continues until the players guess the trick. 



INITIAL CONFIDENCES. 

Give to each person a paper with three questions written on 
it: What is your present occupation? What is your ideal in life? 
What are your plans for the future? Tell them to answer these 
questions with words beginning with their initials. For example, 
if a person's initials are M. M. F., to the first question he might 
answer, "Minding my farm"; to the second, "Making money 
fast"; to the third, "Marrying merry female." Of course the 
more ridiculous the answers the more amusing it is. When all 
the answers are written, let some one read them aloud and have 
the crowd guess whose answer each one is. — Maggie M. Flowers. 



JACOB AND RACHEL. 

The players form a circle, with a boy and a girl inside. The 
boy is blindfolded and calls, "Rachel, where art thou?" to which 
she must reply, "Here I am, Jacob," whereupon he strives to 
catch her. He calls constantly, and t-ach time she must answer 
immediately. She must not leave the circle. When Rachel is 
caught, both she and Jacob take places in the circle, and a new 



PHUNOLOGY. 185 

Rachel and a new Jacob take tlieir places within the circle. 

Where the crowd is large two or more couples may be In the 
ring at the same time. 



JAPANESE TAG. 
The player tagged must put his left hand on the spot touched, 
whether knee, ankle, shoulder, etc., and in this position chase 
the others until he catches some one. 



JERUSALEM WING GRAB. 

Line up the young men one behind the other. Have each one 
stand with one arm akimbo, alternating right and left all down 
the line. Thus the first would stand with right arm akimbo, 
the second with the left, the third right, and so on. Have the 
girls march around this line of boys to music, with one more girl 
in marching line than you have boys. When the music stops 
each girl grabs for a "wing." The one left out drops out, and 
one of the young men at the end drops out of line. The game 
continues, each time dropping a girl and a boy. At the last two 
girls contest for one "wing." No breaking through is allowed. 
This is a variation of the old game of "Going to Jerusalem." 



JOLLY MILLER— NO. 1. 

Players choose partners and form tv/o concentric circles, the 
girls on the outside, the boys on the inside. Couples link arms 
and march around the circle as they sing. One player in the 
center is the "miller." When the crowd is large there may be 
several millers. To the tune "lurkey in the Straw" the players 
sing the following song as they march around: 

"0, there was a jolly miller who lived by the mill, 
The mill turned round of its own free will. 
One hand in the hopper and the other in the sack, 
The girls two forward and the boys two back." 

The players cease marching after singing the line, "One hand 
in the hopper and the other in the sack," and step backward or 
forward as airected by the miller, who in the confusion that 
may result endeavors to get a partner. If he does so the one 
whose partner he gets becomes miller in his stead, and the 



M PHUNOLOGY. ^ 

game proceeds. He may endeavor to confuse by changing the 
steps forward or backward, such as "Girls one forward and men 
three back," etc. The miller must shout in loud voice the steps 
to be taken. 

JOLLY MILLER— NO. 2. 

One crowd of young people play it this way: Boys form the 
outer circle, girls the inner. They march around singing, mak- 
ing a change in the last line thus: "The ladies step forward, 
and the gents fall back." At this the boys reverse their order 
of marching and go in the opposite direction, while the girls con- 
tinue marching as before. While doing this they sing: 

"We're sailing East, 
We're sailing West, 

We're sailing over the ocean; 
And any boy who wants a girl 

Had better be taking a notion." 

As they sing this last line each boy endeavors to get a girl 
for his partner, and the boy or girl left out stands in the center, 
as the game continues. The next time they take a "notion" this 
person may have better luck. — Martha Stewart, Ardmore, Okla. 



JUMBLED-WORD CHARADES. 

Here is a good mixer and at the same time an interesting 
game. Write out words and cut them up into single letters, 
giving the same number to each letter of a given word. Thus 
every letter of the word "battle" is numbered 1. The players 
scramble about, finding the others in their group, the groups 
get together, discover what the word is, and then act it out for 
the others to guess. 



JUMBLED STORY. 

Get a funny story from some paper or magazine. Cut it up in 
sentences. Mix the slips in a hat and let the young people draw 
one slip each as far as they will go. The leader has retained 
the opening sentence of the story and now reads it. Some one 
who thinks his or her sentence is next reads it, and so on. Of 
course there will be ridiculous combinations, but that's where 
the fun comes in. — Lucy Bell Poston, Mooresville, N. C. 



PHUNOLOGY. 187 

KITCHEN SHOWER. 

A writing game suitable for a kitchen shower. The answers 
are things used in the kitchen or used to furnish a house. 

1. What a good workman has; to rent. Skill let — skillet. 

2. A vegetable and a conceited dude. Potato masher. 

3. A number of mountains. Range. 

4. A member of a baseball team. Pitcher. 

5. The appearance of being ill. Pale — pail, 

G. A dressing for meats, fish, or pudding; to criticize severely. 
Saucepan. 

7. What an affectionate couple like to do. Spoon. 

8. A hack driver; used to catch fish. Cabby net — cabinet. 

9. Worn on the head; a frame for hay. Hatrack. 

10. A letter of the alphabet and what you are in. B room — 
broom. 

11. A harbor; a sign of grief. Port tears — portldres. 

12. A vegetable; a girl's name. Pea Anna — piano. 

13. An Oriental country. China. 

14. A common dog; two thousand pounds. Cur ton — curtain. 

15. What the early Irish immigrant did for a living; not mine. 
Picked yours — pictures. 

16. A public conveyance; the best loved. Car pet — carpet. 

17. Section in a hospital; a priest's gown. Ward robe — ward- 
robe. 

18. A lady's garment; the possessive of she. Dress her — 
dresser. 



LAST COUPLE UP. 

One player is chosen to be "It." The rest stand in couples in 
a long line behind him. The chaser should not be less than 
ten feet in front of the first couple. The catcher calls: "Last 
couple up." The last pair in the line must then run toward the 
front on either side of the double line and try to join hands in 
front of the chaser. The chaser may not start until they are 
in line with him and may not turn his head to see where they 
are coming. The couples may vary their method of approach, 
running in close to the lines, or circling far out on either side, 
or one of them keeping in close and the other detouring. If the 
chaser catches one of them before they can clasp hands, this 
one becomes "It" in turn, and the chaser takes his or her part- 
ner and stands at the head of the line, which moves backward 



188 PHUKOLOGY. 

one place to make room for the new couple. If the couple ars 
not caught, they are free. 



MAZE TAG, OR COLONNADE. 

Have a runner and a chaser. Arrange the crowd in columns, 
with ample space between each two players. If there are one 
hundred and two players, ten columns of ten players each will be 
needed. A leader is also needed. Columns join hands across, 
making aisles through which the chase proceeds. When the lead- 
er blows a whistle and calls "Right face!" the columns unclasp 
hands, turn as directed, and again join hands across. Thus the 
aisles are completely changed, and the runner is perhaps saved. 
"Left face!" brings another change in aisles. The commands 
should come repeatedly. It is against the rules to break ranks or 
tag the runner across the clasped hands. The chase continues 
until the runner is tagged or until a specified time has elapsed. 
Two more couples then serve as runner and chaser. 



NUMBER ANSWER. 

Give each person three or four numbers. Place duplicate num- 
bers in a hat. Some one designated begins by asking the ques- 
tion, "Who is more foolish than I?" The leader of the game 
then draws a number out of the hat and calls it out. The person 
holding that number answers "I am" and proceeds to ask another 
question; for instance, "Who has bigger feet than I?" or "Who 
is more conceited than I?" etc. This should continue until all 
the numbers are drawn. _____ 

NEST TAG. 

One person is the "fox," or chaser. Another is one of the 
"rabbits." The rest of the players form in groups of four, three 
of them joining hands and forming a "nest," the fourth being 
the rabbit and standing in the center. The fox chases the rab- 
bit, who may save himself by taking refuge in one of the nests. 
Immediately he enters, however, the rabbit occupying that nest 
must vacate, dodging out on the other side, to be chased by 
the fox. Each time a rabbit enters a nest he exchanges 
places with some player helping to form the nest, so that each 
person gets a chance to be a rabbit. Should the fox catch 
the rabbit, he exchanges places with him, becoming the rab- 
bit and the rabbit becoming the fox and chaser. "Pep" is in- 
jected into this game by frequent dodging into the nests. 



PHUNOLOGY. 189 

ONE-EYED THREADING-THE-NEEDLE CONTEST. 

Get girls into one room and boys into another. The boys are 
called in two at a time and are told they are to engage in a 
contest in threading a needle with one eye shut. Previous to 
their entrance two of the girls have gotten some soot on the 
palm of the right hand. The boys are requested to sit In two 
chairs; one young lady provides them with needle and thread, 
and the two designated ones hold the smutted palms over the 
closed eye to make sure the contestant doesn't cheat. You can 
imagine the effect. Each boy will wonder, when th^ contest is 
finished, if he looks like the other fellow. We heard of one 
young fellow who, after the girl had covered his right eye, com- 
plained that he could see better out of that eye and preferred that 
the left be covered. Of course he was accommodated. 



PASS IT. 

Divide the crowd into two sides. Have them sit in two lines, 
facing one another. A basket or other receptacle, containing 
quite a number of articles, such as a brush, ball, pencil, book, 
bell, hat, empty bottle, etc., is at the end of each line, an empty 
basket at the other end. At a given signal the first person on 
each side picks up the articles, one at a time, and passes them 
down the line. No person may hold more than one article at 
a time. When passed to the last person in line, he drops them 
into the empty basket until all the articles have been so placed. 
He then starts them back down the line one at a time. The 
side first getting all the articles back in the original basket 
wins. If desired, you may test the power of observation and 
memory of the guests by asliing each one to write down from 
memory a list of the articles passed, after they have been re- 
moved from view. 



PARTNER TAG. 

All players but two link arms. One of these two becomes 
chaser, the other runner. The runner can save himself by link- 
ing arms with either member of any couple. The other mem- 
ber of the couple becomes runner when this happens. The 
couples, of course, endeavor to elude the runner. 



190 PHUXOLOGY. 

PARTNER QUIZ. 

Have couples sit or stand in double line, the partners directly 
opposite one another. An odd player is Chief Quizzer and 
marches up and down asking questions. The person asked must 
not answer, but allow his or her partner to make the reply. If 
the person questioned should answer, he exchanges places with 
the Chief Quizzer. If the partner should be caught napping and 
fail to answer immediately, then he becomes the Chief Quizzer. 
The Quizzer should put his questions rapidly and unexpectedly 
so as to confuse the players. 



"POOR LITTLE PUSSY CAT." 

Players sit about the room. One player is Poor Pussy and 
must kneel before some person on a pillow and meow. This 
player must pat him on the head and gravely say: "Poor little 
pussy cat." If the player is able to do this, after each of three 
mournful "meows," without smiling or laughing, Poor Pussy 
must move on to try his luck with some one else. When he 
makes some one smile or laugh, that person exchanges places 
with him and becomes Poor Pussy in turn. 



PICTORIAL GEOGRAPHY. 

This game can be used in a school party, but it may be used 
at any time. Have a series of cards on which are pasted pic- 
tures cut out of newspapers or magazines and representing some 
geographical location. Thus Arkansas could be represented by 
the letter R, a can, and a saw; Tennessee, by the number 10, the 
letter S, the letter C. Others that could be easily represented 
are: Little Rock, Iowa, Ohio, Sacramento, Wheeling, Red Sea, 
Waterbury, Montana, Washington, Potomac, etc. 



POST CARD PUZZLES. 

Cut up post cards in about eight irregular pieces each. Place 
them in envelopes and have each couple work out its puzzle, with 
a prize for the couple first to succeed. Or cut in four irregular 
pieces. Give these out promiscuously, one to each person. Have 
the company scramble about to find the rest of their quartet. 
This would make a good mixing game for the beginning of an 
evening's fun. 



PIIUXOLOGY. 191 

POST OFFICE. 

One player is blindfolded and stands in the center of the room 
as postman. Another is postmaster and has a list of cities, the 
names of which have been given to the players, one to each of 
them. The postmaster calls out the names of two cities, saying, 
"I have a letter from Nashville to Louisville," for instance. Im- 
mediately the players having the names of those two cities must 
rise and change seats, the blind postman trying to catch one 
of them or sit in one of the seats vacated. The player who is 
caught or whose chair is taken becomes postman. Players may 
crawl, run, walk, dodge, or dive to get by the postman, but are 
not allowed to step outside the circle of chairs. If the postman 
has much difficulty in catching some one, the postmaster may 
call out the names of four cities at one time, thus making it 
almost certain he will catch some one. Keep the game moving 
rapidly. The announcement that the "General Delivery" win- 
dow is open causes a mad scramble, all the players having to 
change chairs. This game may be varied by giving the players 
names of different kinds of fruit or flowers. Then "Fruit basket 
upset" or "Garden grab" causes the general mix-up, when all 
must change chairs, the "peddler," or "gardener," endeavoring to 
catch some one or get a seat in the scramble. 



PROVERBS. 

Seat the players in a circle and send one out of the room to 
stay until he is called back. While he is out of the room the 
opening stanza of some familiar song is chosen, or a famous 
quotation is selected, and each person is given a word in that 
quotation, and when the person has been called back into the 
room he has to ask each player some question, which he must 
-answer, giving that word in his sentence. For instance, "Drink 
to me only with thine eyes," and the person had the word "me," 
and you would ask him his name. He could say, "Me name 
is," etc., but anything goes to hide the word he is supposed 
to use. After every one has been asked a question, and the 
person has received an answer, he is to put these words to- 
gether as best he can and give what he thinks is the proper 
quotation. Sometifaes the right one can be discovered almost 
from the first, and then again not at all. The harder the selec 
tions, the better. — Rtith Hudson, 

m 



182 PHUNOLOGY. 

PLAYING FOOL FOR THE CROWD. 

Pick out from one to twelve persons, according to the size 
of the crov/d. Have them go out of the room. These are to aci; 
as musicians. Select four or five judges. The judges are in- 
structed to name every instrument hut the ones the musicians 
are trying to imitate. Call in two or three of the musicians at a 
time and instruct them to play upon some imaginary musical 
instrument. 'Place them before the judges, who will be sup- 
posed to try to guess the name of the instrument each one plays. 
The judges, of course, guess the wrong instruments and appear 
puzzled. Now ask the crowd what they are playing, and they 
will respond in chorus, "Fools for the crowd." — 3Iiss M. E. 
Dixon. 



RHYMING CONTEST. 

Divide the crowd into two sides. They may remain seated. 
Have some one begin now with a simple line that will be easy 
to rhyme. Any one in the room may add anything, just so it 
makes a full line and rhymes. A contestant to get the attention 
of the leader must shout, "Ready!" The leader designates 
which has precedence in case more than one should shout. This 
person gives his line and is given a slip of paper on which to 
write it. The side with the largest number of slips at the close 
wins. No person who has already given a line may give another 
until everybody else has had an opportunity. After this contest, 
which may last a stated time, gather up all the slips toss them 
in a hat, and have them read as they are drawn from the hat. 



RING. 



The crowd forms a circle and passes along from one to the 
other a ring on a string that goes completely around the circle. 
The person in the center tries to catch some one with the ring 
and may grasp the hand of any player he suspects and call for 
a "show-down." The players may pass the ring either direction 
and should endeavor in every way to fool the player in the cen- 
ter. Any person caught with the ring must exchange places 
with the player in the center. Players should move their hands 
constantly along the string so that when the ring is passed from 
hand to hand the person who is "It" v/ill not see where it is. 



PHVNOLOGY. 193 

SHADOW PORTRAITS. 

One of the company is appointed artist. Each person in turn 
is seated near the wall, with the shadow of his face falling in 
profile upon a sheet of white paper, which is held or pinned on 
the wall. The only light in the room must be that from a single 
powerful lamp, that the shadow may be clear and distinct. The 
artist traces with a pencil the outline of the face and head upon 
the white surface, and hands the result to an assistant, who 
carefully cuts it out, writing the name of the person represented 
on the back. These silhouettes are numbered and placed on a 
dark background (curtain or screen), one at a time. The crowd 
is provided with paper and pencil and guesses the names of the 
originals. 



SHIP AFLOAT. 

Players are seated about on the floor or grass in a circle. 
One player, as captain of the ship, moves about inside the circle, 
holding a pillow. This he throws at some player, saying: "Ship 
afloat! What are you going to take?" The player indicated by 
the pillow answers immediately, perhaps, "Sauerkraut." "All 
right, you can go," says the captain, and the player is privileged 
to leave the circle and take a chair or a position somewhere out- 
side the circle. The next player indicated by the pillow probably 
says, "Hard-tack." "Sorry, but you can't go," says the captain, 
and the person must remain seated in the circle. The secret is 
this: The article named must begin with the initial letter of 
the player's last name. Thus the player answering "Sauerkraut" 
was named Smith. Of course he could go. The player answer- 
ing "Hard-tack" was named Jones, and therefore he must stay 
in the circle. Some players will catch on almost immediately; 
others will be completely mystified and will try everything but 
the right one. There's where the fun comes in. 

This game may be played without the captain, one player 
who knows the game starting it by tossing the pillow to another 
in the circle, saying: "Ship afloat!" The player to whom it is 
thrown then says: "What will you take?" On receiving the an- 
swer, this person tosses to some one else, and so on. 



SHOEMAKER. 

The company, with the exception of one person, is seated on 
the floor in a circle as close together as possible. This one 
13 



194 PHUNOLOGY. 

person stands in the center with a slipper in his hand and, giv- 
ing the slipper to any individual in the circle, says: 

"Shoemaker, shoemaker, mend my shoe; 
Get it done by half past two." 

He then turns his back to the side of the circle on which the 
"shoemaker" sits and covers his eyes with his hands for a mo- 
ment. All the players have their hands back of them. The 
one to whom the slipper was handed at once puts it back of 
her and passes it on, so that when the owner of the slipper 
turns and demands the return of his property it cannot be found. 
The owner then starts to hunt for the slipper, the object of each 
player in the circle being to keep the one in the center from 
seeing it, from getting hold of it, or from knowing where it is 
as it travels here and there back of the players in the circle. 
If the one who is "It" becomes too mystified, the slipper may be 
tossed across the ring now and then just to give him a clue. 
The player who is "caught with the goods on him" changes 
places with the one in the center, and the slipper is again taken 
to the "shoemaker." 



SLANG. 



Have the players write all the slang words and phrases of 
which they can think in five or ten minutes. Then surprise 
the crowd by giving first prize to the one who has the least and 
the booby prize to the one who has the most. 



SLIDE, KELLY, SLIDE. 

Here is a very noisy game. Be sure you have good stout 
chairs before attempting to play it. Have the crowd sit in a 
circle in chairs. One chair is empty. One person stands in 
the center to be "It." He gives the signal to move, either to 
the left or right direction. All players must slide in the direc- 
tion indicated into the next chair. The player who is "It" has 
the right to reverse the order of direction at any moment, his 
object being to get a seat. If he succeeds, the person next to him 
on his left, if the order was "Right," is "It." If the crowd is 
going to the left, the person caught is the one to his right. — 
Beryl W. Hundley. 

(Another way to play this game is not to require the person 



PHUNOLOGY. 195 

who is "It" to call out anything He merely dashes for the 
empty seat while those sitting endeavor to prevent his getting 
a seat by sliding around to fill it.) 



SNAKE AND HUMMING BIRD. 

The boys form a chain by linking arms. This is the snake. 
Girls are the humming birds and dart about alone. The sna; e 
tries to encircle and capture the girls. When a girl is captured 
she takes her place over at one side. 



SPOONING MATCH. 

Several couples are selected. They are not tipped off just 
what to expect. When the couples get to the platform seat them 
at a table and furnish each with a pair of spoons, each pair 
being tied together with a string not more than six inches long. 
Each couple is now given a dish of ice cream, or some other soft 
edible, and at a given signal begin the race, all endeavoring 
to eat their allowance in the shortest time with the tied spoons. 



STAGECOACH. 

Name each one some part of an old stagecoach, including 
horses, driver, harness, whip, wheels, seat, etc. Have some one 
tell a story, making up something thrilling about a trip taken 
in the old coach. As he mentions each particular part of the 
coach or its equipment, the person representing that part must 
get up and turn around three times. Whenever the story-teller 
mentions the word "stagecoach," all players must change places. 
It may be played so that the story-teller scrambles for a seat 
in this mix-up. In that case the one left out becomes story- 
teller. 



STATE ABBREVIATIONS. 

1. What is the most religious State? Mass. 

2. The most egotistical? Me. 

3. Not a State for the untidy? Wash. 

4. The father of States? Pa. 

5. The most maidenly? Miss. 

6. The most useful in haying time? Mo, 



196 PSUNOLOQY. 

7. Best in the time of flood? Ark. 

8. The decimal State? Tenn. 

9. State of exclamation? 0. 

10. The doctor's State? Md. 

11. No such word as fail? Kan. 

12. Most unhealthy State? 111. 

13. The Mohammedan State? Ala. 

14. The mining State? Ore. 

15. The "gold brick" State? Conn. 



SWAT THE FLY. 

The players form in a circle, with one player inside. A jardi- 
niere or other suitable receptacle is on the floor in the center. 
The "swatter" has a roll of paper and goes around the circle, 
finally swatting some one with the roll of paper. He must then 
immediately run to the jardiniere, with the "swattee" in pursuit, 
, drop the "fly swatter" in the jardiniere, and try to return to the 
"swattee's" position before being swatted himself. The person 
swatted, you see, snatches up the abandoned "fly swatter" and 
attempts to swat the former "swatter." The game continues, 
the person being swatted becoming "swatter" in turn. This 
game can be used out of doors and is jolly fun for a lively crowd. 



TELEGRAMS. 

Choose some word, then allow ten minutes for every one to 
write a telegram each word of which begins with one letter of 
the word in the order in which the letters come in the word. 



THREE DEEP. 

This is an old and well-known game. Players stand in two 
concentric circles, so that one player will be directly behind an- 
other all the way round. Two players not in the circles are 
chaser and runner, respectively. The runner may save himself 
from being tagged by stopping in front of any couple. The out- 
side player of this couple immediately becomes runner, since 
the circle at his point has become three deep, and may, in turn, 
save himself by standing in front of any other couple. The 
new couple drops back into proper position in the circle. Should 
a player be tagged, he immediately exchanges places with the 
chaser, and the chaser becomes runner. 



PEUNOLOGY. 197 

THROW THE HAT—NO. 1. 

Divide the company into two sides Midway between the op- 
posing lines, which may stand at the opposite sides of the room, 
or, if in the open air, some thirty yards apart, stands the leader 
with a hat. He calls both sides to line up on either side of him, 
with several yards between the opposing lines. It is now decided 
that, when he tosses up the hat, if the top is up when the hat 
settles, one side has to run to escape capture; if the bottom is 
up, the other must seek to avoid capture. Safety is reached only 
when a side has crossed its own goal line. All players captured 
become members of the side making the capture. 



THROW THE HAT— NO. 2. 

The players are divided as in No. 1 and stand facing one an- 
other on either side of the leader with the hat. This time, if the 
hat falls top up, one side must laugh; if bottom up, the other 
side must laugh. Players failing to laugh immediately the 
hat indicates they should laugh must go to the other side Play- 
ers laughing when they are not supposed to do so also must go 
to the opponents' ranks. The players themselves keep their 
eyes open for the failures and mistakes of their opponents. 



THROWING THE HANDKERCHIEF. 

The company is seated around the room in a circle. Some one 
in the center throws an unfolded handkerchief to one of the 
seated players. Whoever receives it must immediately toss it 
to some one else, while the person in the center tries to catch 
the handkerchief in its flight from one player to another. 
Should he catch it as it touches some one, that person must 
take his place in the center. If he catches it in the air, the one 
who threw it becomes "It." The handkerchief must not be 
knotted or twisted, but must be thrown loosely. 



TRUTH. 



Players pile up hands one on top of the other, left hands first 
time round and then all right. A number is determined. All 
players begin to take their hands off the pile now, counting as 
they do It. The person who draws out his hand on the number 
selected has to answer truthfully any question put to him. 



1^ 



198 PHVN0L0G7. 

WHAT YOUR WIFE'S NAME SHOULD BE. 

Announce this contest as one in which everybody present 
should be vitally interested. Tell them that different trades and 
professions will be called, and you desire a suitable name tor 
each man's wife. To make it clear you might give an example- 
Make a selection from the following for your contest: 

Are you 

1. A civil engineer? Bridget. 

2. A chemist? Ann Eliza. 

3. A gambler? Betty. 

4. A humorist? Sally. 

5. A clergyman? Marie. 

6. A shoemaker? Peggy. 

7. A sexton? Belle. 

8. A porter? Carrie. 

9. A dancing master? Grace. 

10. A milliner? Hattie. 

11. A gardener? Flora, 

12. A judge? Justine. 
18. A pugilist? Mamie. 

14. A pianist? Octavia. 

15. A life-saver? Car-o-line. 

16. An upholsterer? Sophie. 

17. An astronomer? Stella, 

18. A doctor? Patience. 

19. A bass singer? Aurora. 

20. A fisherman? Nettie. 

21. A gas man? Meta. 

22. A marksman? Amy. 

23. A lawyer? Sue. 

24. A jeweler? Ruby. 

2(5. An auto dealer? Lizzie. 

26. An outlaw? Roberta. 

27. A Pullman conductor? Bertha. 

28. An ice man? Bernice. 

29. A real estate man? Lottie. 



WITH WHOM YOU WERE, WHERE YOU WERE, AND WHAT 

YOU WERE DOING. 

In playing this game you select three persons, who go around 
to those sitting in the circle, one whispering to each person 
with whom they were, a second telling them where they were, 



PHUNOLOGY. 109 

and the third telling them what they were doing. As one does 
not know what the other is telling, some rare combinations will 
result. The players must tell in turn what they have been told 
in this manner: "I was with a policeman on the roof, playing 
ring around the rosy." In one group we understand a very 
staid old maid got this combination: "I was with the Y. M. C. A. 
Secretary, sitting on the radiator, smoking cigarettes." — Rtith 
Hudson. 



WINK. 



Girls sit about the room in a circle or square, a boy behind 
each occupied chair. One chair is vacant, a boy also standing 
behind it. This boy endeavors to steal a girl partner by winking 
at one of the girls. The girl at whom he winks must immedi- 
ately endeavor to leave her chair and run to the "winker's" 
chair. Her partner must endeavor to hold her in the chair, but 
cannot step from behind his chair to do it. The young man los- 
ing his partner becomes "winker" in turn, and the game pro- 
ceeds. 



CHAPTER XVI. 

ASSEMBLY STUNTS. 

The Usual League Meeting. 

A Mock Trial. 

The Klash and Klatter Band. 

High-Class Vaudeville. 

A Successful Operation. 

Singing a Song Backward — No. 1. 

Human Organ. 

Take-Offs. 

Minstrel. 

Under the Spreading Chestnut Tree. 

Upside-Down Sing. 

Giant Suffragette. 

Attending the Movies. 

The Dwarf. 

The Contortionist. 

Bride and Groom. 

Victrola Stunt — No. 1. 

Victrola Stunt— No. 2. 

John Brown's Baby. 

John Brown's Body. 

Singing a Song Backward — No. 2. 

A Womanless Wedding. 

A Freak Exhibit. 

The Croakers. 

Miss Popularity. 

Animated Music Sheet. 

Sunflower Minstrel. 

Midget Ladies. 

Calliope. 

Farmer Brown's Family. 

A Live Social with Four Good Stunts: 

A March Around. 

League of Nations Telegram. 

A Lemon Race. 

Spin the Bottie. 
(200) 



PHVNOLOGY. 201 

THE USUAL LEAGUE MEETING. 

The leader comes in late, hurriedly passes out Scripture refer- 
ences and clippings, fumbles through the songbook for a song 
to sing, and shows every evidence of lack of preparation. The 
singing drags, and everything is done in slipshod fashion. 



A MOCK TRIAL. 

Try some well-known Leaguer for being a slacker in League 
work. Have all witnesses for both the prosecution and defense 
well primed so that the trial may not lack "pep." The attorneys 
should be young men or young women of ready tongue. 



THE KLASH AND KLATTER BAND. 

The members of this band are supplied with tin pans, combs, 
tin bucket, etc. One player presides at the piano, and the leader 
directs with a rolling-pin. The pianist plays some popular air, 
and the band keeps as good time as possible at the direction of 
the band leader, who stands with back to the audience and 
does all sorts of Creatore stunts. On the back of the leader 
hangs a placard bearing the name of the organization. Some 
wonderful music is the result of their efforts. If you don't be- 
lieve it, try it. 



HIGH-CLASS VAUDEVILLE. 

This is all purely burlesque and will afford lots of fun. First 
there must be a "Jazz Orchestra," with a leader who makes won- 
derful gyrations as he directs it. The players use combs and 
paper or, better, the little "Zobo" instruments that may be pur- 
chased at a ten-cent store. The program begins with a number 
by the orchestra, such as "Beautiful Ohio," for instance. The 
piano Is used, of course. During the performance, excepting 
v/hen Madame Human-Schank sings, the orchestra always plays 
appropriate music. The players in this orchestra should get to- 
gether for at least one rehearsal of all the music they expect 
to use. 

The features in the program follow: 

Samsonia, the Strong Oirl, or Hercules II (if a boy is used). — 
This person should wear a sweater or Jersey and, by the use 



202 PHUNOLOGY. 

of rags stuffed in the arms and shoulders, exhibit tremendous 
muscular development. The first stunt is to lift a large dumb- 
bell with one hand and finally by great effort hold it high above 
the head. This dumb-bell happens to be a broomstick with a 
large ball of rags covered with black at either end. A five-hun- 
dred-pound weight is then lifted, and following this comes the 
grand climax (slow music by the orchestra) as a thousand- 
pound weight is lifted after several attempts. The performer 
lets go of this weight and proceeds to bow to the audience in 
appreciation of the applause. But, marvelous to behold, the 
weight remains suspended in mid-air for a moment, and then 
moves upward, seemingly of its own volition. The weights have 
been made out of black cardboard or out of pasteboard painted 
black and are made to look as realistic as possible. The heavi- 
est weight has been tied to a long piece of black thread, which 
is drawn over a chandelier or anything else convenient. Some 
one in the rear has hold of the end of this thread and at the 
proper time draws it up, pulling the weight with it. 

Juggo. — Four or five songbooks have been tacked to a stick 
so that one seems to stand on the other endways. Holding the 
book side to the audience, Juggo does a seemingly clever juggling 
stunt and concludes by swinging the entire arrangement down, 
showing the crowd the other side. A cigar box is tacked at one 
corner to a long stick. Juggo pretends to do a difficult juggling 
stunt in keeping the box balanced. A pencil is then balanced 
on th^ nose by use of a piece of chewing gum. 

Tashimura Tiroga. — A girl dressed in Japanese costume is 
needed for this. She performs on an imaginary tight rope, bal- 
ancing herself, walking, running, dropping carefully to one 
knee, jumping and turning about while in the air. Use is made 
of the usual Japanese parasol. A chalk line may be drawn 
on the floor to represent the tight rope.. This performer should 
practice her stunt so as to do it as cleverly as possible. 

Madame Human- Schank. — A young man dressed up in female 
costume sings "Perfect Day," "I Hear You Calling Me," or some 
other song in falsetto. 

Anna Eva Fay is a mind reader who may answer questions 
supposed to have been asked by persons present. 

Herman the Great may pull off some fake sleight-of-hand 
tricks. 

Mechanico. — At one conference we attended one of the girls 
was remarkably clever at impersonating a mechanical doll. She 



PH UROLOGY. 203 

wasn't very heavy, so one of the larger girls carried her in and 
dropped her on a chair. She kept the position in which she 
happened to land until the keeper straightened her out. The 
keeper then stood her up and arranged her in various positions, 
some of them being take-offs on persons present. She said 
'\Mamma" and "Dada" when the keeper touched the button, and 
never batted an eye when a lighted match was held very close 
to her forehead. 

The performance closes with another number by the orchestra. 
Placards are printed and used to announce the different num- 
bers on the program. 

A SUCCESSFUL OPERATION. 

A nurse, an office boy, a doctor, and a patient represent the 
cast. The nurse is lamenting the fact that she has no oppor- 
tunity to use her new-found knowledge (she has Just been 
graduated). A knock on the door, the office boy opens it, and a 
man stumbles inside and faints on the floor. The nurse be- 
comes terribly excited, rushes to see what the book says, then 
applies the knowledge thus learned to the patient, calling franti- 
cally to the office boy to hurry after the doctor. The book has 
advised that "in case of fainting the patient's head should be 
raised," so the nurse has raised the head and put a book under 
it to hold it up. The doctor comes in with a large suit case, 
which he opens, allowing saw, butcher knife, etc., to fall out on 
the floor. After examination of the patient, feeling of pulse, 
etc., he decides an operation is necessary. With the help of the 
nurse and the office boy, he lifts the patient up on a table, a 
sheet is thrown over him, and the doctor proceeds to sharpen 
the butcher knife. Laying this aside, he picks up the saw, pre- 
tends to examine it, and then begins to saw away, the patient 
groaning all the while. Directly the doctor tosses to the floor 
a shoe into which has been stuffed a club covered with a sock. 
He has amputated the patient's leg, but still the patient groans; 
so after puzzling a moment he grabs the butcher knife and pre- 
tends to operate at the back of the neck. The nurse pulls out 
a long white string, with the remark that, now that the patient's 
spinal cord has been removed, he certainly ought to feel better. 
Still the patient groans. The doctor now tries again, operating 
on the patient's side. Directly the nurse holds up a tin can, 
saying: "0, it's a can, sir [cancer J!" The patient gets up and 
walks off briskly, remarking: "Now I feel tine." 



204 PHUKOLOGY. 

SINGING A SONG BACKWARD—NO. 1. 

Announce that your group will do the most difficult stunt of 
singing "Yankee Doodle" backward. After the pianist strikes 
the chord, the entire group turns with backs to the audience 
and sings. 

HUMAN ORGAN. 

Eight persons stand in line facing the audience. It will help 
the effect if four are dressed in black and four in white, the 
black and white alternating. One person stands back of this 
line and plays the organ, touching first one and then the other 
on the head. The person touched stoops and then assumes 
original erect position, at the same tim.e uttering the necessary 
sound. The organist may play "Yankee Doodle" or "Ain't Got 
No Style" or anything familiar to the crowd, the "keys" struck 
giving the desired tones. In the same manner the chimes may 
be played. A variation of this stunt is to have the hands of 
the persons representing the organ stuck through holes in a 
sheet, the organist playing on these hands. 



TAKE-OFFS. 

It always furnishes lots of fun to pull off "take-offs" on some 
of the prominent folks at your assembly. A borrowed coat and 
hat and a little make-up, with some cleverly imitated manner- 
isms, will very often strike off some notable to perfection. 



MINSTREL. 

A minstrel is always entertaining, especially when the jokes 
are connected up with the names of persons present and well 
known. It is also one of the easiest stunts to arrange. 



UNDER THE SPREADING CHESTNUT TREE. 

One person represents the tree, holding thickly leaved boughs 
in front of him. Two others come in and seat themselves be- 
neath the boughs on either side. They then proceed to crack 
"chestnuts," telling old jokes, perhaps giving them a personal 
flavor. For instance, one will say to the other: "Say, do you 
iaiow the difference between the man who has seen Niagara 



PHUNOLOGY. 205 

Falls and the man who hasn't?" "Why, no. What is it?" "Well, 
one of them has seen the mist, and the other has missed the 
scene." The "tree" shakes as if in convulsive laughter at each 
Joke. After each one of the jokes the listener may make some 
remark about its being ancient. Perhaps he says: "That one was 
told here back in 1885. You know that was the first year Miss 
[naming some prominent worker in the assembly] attend- 
ed the assembly." 



UPSIDE-DOWN SING. 

A sheet is stretched across the platform. The singers gather 
behind it, just showing their heads above the top of the sheet, 
and render some selection. They then drop down, and in a 
moment the singers appear to be standing on their heads sing- 
ing. Just above the sheet all along appears a row of inverted 
shoes all wiggling about. The singers have simply dropped 
down behind the screen, put a pair of shoes on the hands, and 
lifted them up, singing all the while. The effect is very ludicrous. 
An inverted quartet may be worked in the same fashion. 



GIANT SUFFRAGETTE. 

With the curtain, drawn across the platform, a giant suffra- 
gette is created. One of the girls stands on a chair, and one or 
two sheets are made to cover the chair and the body of the 
girl, giving the effect of a gigantic woman. She is introduced as 
"Madame Tankburst" and proceeds to make an earnest speech, 
simply repeating over and over the alphabet, placing the em- 
phasis now on one letter and now on another, with violent ges- 
tures to emphasize the earnestness of her appeal. 



ATTENDING THE MOVIES. 

A group sit on the platform and appear to be intent on look- 
ing at a "movie." A late arrival causes the usual craning of 
necks to see and some frowning and fussing, because he blocks 
the view and perhaps steps on some one's foot. The "movie" 
fans smile, laugh, applaud, look intent, expectant, chagrined, 
disturbed, revengeful, and finally burst into applause and smile 
as the hero and heroine evidently come out victorious. 



206 PHUNOLOGY. 

THE DWARF. 

Two persons play the dwarf, a third acting as "spieler." The 
spieler may explain that the dwarf was captured in the wilds 
of Patagonia and enlarge on his accomplishments. The dwarf 
may sing in quavering voice, dance, say a little speech, crack a 
joke with the spieler, etc. To arrange the dwarf place a table 
in a doorway between two rooms or place it on the platform 
and use an improvised screen to hide the preparations for the 
exhibit. Cover the table with a cloth or curtain that reaches to 
the floor. One person stands behind the table and places his 
hands on It. Over his arms draw a pair of boy's trousers and 
put a pair of shoes on his hands. This gives you the legs and 
feet of the dwarf. The second person stands behind the first 
and passes his arms around his shoulders. A large coat is put 
over his arms and buttoned down the front of the first person. 
A cape is thrown around his neck, hiding the head of the person 
behind. The dwarf may be dressed as a Turk, if desired. The 
hands of the second person tip the dwarf's hat or salute for him, 
as he bows to his audience, and make gestures when he talks or 
sings. The dwarf finishes his dance by suddenly lifting both 
feet from the table and appearing suspended in the air, finally 
dropping them and appearing exhausted from the effort. He 
closes the performance by lifting his feet to his mouth and 
throwing kisses to the crowd. 



THE CONTORTIONIST. 

We saw a crowd completely fooled by this stunt. Stuff the legs 
of a pair of trousers. Attach a pair of shoes. This may be done 
by putting broomsticks down the legs, connecting them at the top, 
and nailing a pair of old shoes to them. Stuff plenty of filling 
in about the broomsticks. The table must be arranged some- 
thing like the table for the dwarf, and a screen used to allow 
the performer opportunity to get ready. He draws the stuffed 
trousers across the back at the waist. Standing immediately 
behind the table, he seems to lift one of his legs up on the table. 
Then after a supreme effort he lifts up the other one. Of course 
these are the stuffed legs. He now pulls one of the legs up past 
his ear, then lifts the other one, and after letting them both 
down wa,lks off the platform holding the stuffed legs out from 
his waist. 



PHUNOLOGY. 207 

BRIDE AND GROOM. 

One boy is both of them. He folds a lady's hat and wears it 
on one side, and folds a gentlemans soft hat and wears it on 
the other side. He doubles a lady's waist, puts one arm through 
both sleeves, and a skirt is doubled and pinned up to the waist. 
He then may carry on a dialogue, turning one side to the audi- 
ence when the bride is speaking, and the other side when the 
groom is talking. They may make love, quarrel, sing to one 
another, etc. 



VICTROLA STUNT— NO. 1. 

Announce that a troupe of artists has been stranded and will 
perform for the benefit of the crowd. Set up a victrola behind 
curtain or screen. Quartets, duets, solos, instrumental and 
vocal, may be rendered, the performers going through the mo- 
tion as the victrola records furnish the music, some one behind 
the screen tending the machine. 



VICTROLA STUNT— NO. 2. 

A large square packing box, a clothes wringer, a megaphone, 
a tin can, and possibly a long slip of paper are needed for this 
stunt. The platform should be curtained off to allow time for 
preparation. The open side of the box is set away from audi- 
ence, the megaphone is stuck in a hole near the top, and the 
wringer is placed on top. The crank is turned and the record 
announced, accompanied by the scraping noise peculiar to cheap 
phonographs. This noise is made by scraping the tin can with 
some rough substance. The announcement is made in a nasal 
voice. The record, your long slip of paper, is run through the 
wringer as the number is rendered. The performers could sit 
on a primary chair in the box or stick their heads into the 
box and sing or speak through the megaphone. Quartets, duets, 
solos, recitations— the funnier the better— could be rendered. It 
would add to the fun to have one of your records get the needle 
in a groove and sing one syllable over and over until the 
manipulator fixes it. It would be well if the top and sides of 
the "victrola" could be curtained off so the "records" could be 
changed without the persons being seen. 



20S PHUNOLOGY. 

JOHN BROWN'S BABY. 

As a feature of a "singsong" have every one sing "John 
Brown's Baby Had a Cold on Its Chest," after the following 
fashion: 

"John Brown's baby had a cold on its chest, 
John Brown's baby had a cold on its chest, 
John Brown's baby had a cold on its chest, 
And they rubbed it well with camphorated oil. 

Chorus. 

Glory, glory, hallelujah! 
Glory, glory, hallelujah! 
Glory, glory, hallelujah! 
And they rubbed it well with camphorated oil." 

On the second round the word "baby" is dropped, and a "rock- 
a-by-baby" motion with the hands is substituted for it. On the 
third round both "baby" and "cold" are dropped, the "rock-a-by'' 
motion being again substituted for "baby" and a coughing sound 
being substituted for "cold." On the fourth round "chest" is 
added to the list of dropped words, and a thumping of the chest 
with the palm of the right hand is substituted. Next "rubbed" 
is dropped and a rotary, rubbing motion with the right hand 
substituted. On the final round drop the "camphor" in "cam- 
phorated," and draw a deep breath through the nostrils, ending 
the line with "ated oil." The last two substitutions will also 
have to be made in the chorus. This is a .mighty good stunt to 
break up stiffness in a crowd. It may also be used as a stunt 
by a group. 



JOHN BROWN'S BODY. 

Each round a word is dropped from the first, second, and third 
lines. 

"John Brown's body lies a-moldering in the grave, 
John Brown's body lies a-moldering in the grave, 
John Brown's body lies a moldering in the grave, 
Glory, glory, hallelujah!" etc. 

The first time "grave" is dropped, then "the," then "in," and 
so on, so that on the last round the singers merely open their 
mouths as if to sing on the first three lines, coming in strong on 



PHUNOLOGY. 213 

understand a word of English and then turn to him saying: 
"Isn't that so, Chang?" "Velly much so," comes back the reply. 

The "Modern Hercules" could be represented by a young man 
in sweater and tight-fitting trousers. Plenty of cotton stuffing 
would furnish the enormous muscles necessary. A "biga-da- 
chest" shoulders and arm development can be easily faked in 
this way. He could bite iron bars (sticks of licorice) in two, 
lift "fake" weights, and strut about as if he might annihilate 
the whole crowd. 

The ''Two-Headed GirV is the next exhibit. Two girls en- 
circle each other's waist with one arm. The other is put Into a 
sleeve of a loose-fitting gown, which is fastened around both 
waists by a sash. A cape can be fastened about both necks, 
fastening in the back. The length of the gown conceals the feet. 
The eyes of both may wink at the same time or may roll in the 
same direction simultaneously. Both open mouth to speak in 
concert. A system of signals will be needed for this, so that 
each will know when it is time for "eyes right" or "eyes left," 
etc. 

The "Fat Lady'' could be produced with the use of quite a 
number of pillows. The "spieler" should tell her weight, some- 
thing of her family history, and inform the audience that she 
is only sixteen and still has a chance to grow. 

The "Wild Man'' could be brought in with the "Fat Lady." 
He should present a very meek and subdued appearance, the 
"spieler" explaining that he is the "Fat Lady's" husband and is 
only wild when out of her presence. 

The "Bearded Woman," the "Albino," and the "Egyptian 
Mummy" are possibilities that might be worked up cleverly. 
The latter could be bound up in cheesecloth, colored by dipping 
in coffee, and burlap, and must be carried in and deposited 
upon a table. 

A "Mind Reader" could also be introduced, pulling off "hits" m 
persons in the company by answering imaginary questions that 
are supposed to have been asked by these persons. The Mind 
Reader, of course, is blindfolded and goes through maneuvers as 
though she were reading the questions and answers from out 
in space. 

THE CROAKERS. 
Four or five participants hop in on all fours, frog fashion. 
They may seat themselves on the floor or on very low-seated 



214 PHUNOLOGY. 

chairs or boxe«. Immediately they are seated they repeat in 
concert this hit of foolishness: "What a funny fing a frog are! 
When he hops he yumps, and when he yumps he sits on his 
tail, which he ain't got almost hardly any." The Chief Croaker 
now calls the meeting to order with the announcement that "all 
the brother and sister croakers will now come to order." He 
then calls for "anything for the good of the order" and the 
Croakers one after another enter complaints of sundry nature 
about different persons present, about things that have hap- 
pened at the assembly, etc. They will adjourn by repeating 
"The Croaker's Watchword," again giving "What a funny fing 
a frog are!" etc. 

MISS POPULARITY. 

A young lady sits reading. A bell rings, and the maid, carry- 
ing a large tray, goes to the door. After taking the card she 
ushers the gentleman in. Miss Popularity greets him cordially, 
thanks him for the artificial flowers he brings, and they sit 
down, carrying on an animated conversation in pantomime. 
Again the bell rings, and this time the maid returns with an- 
other card. The young lady looks at it, appears a little "fussed," 
grabs the young man, to whom she has been talking, pulls him 
out of his seat, and brings him to his knees. She then puts 
the tray on top of his head and throws a table cover over him, 
thus making a table out of him. The second young man comes 
in, bringing a box of candy, which the young lady puts on the 
improvised table. After a few seconds of pantomime conversa- 
tion the bell again rings. When the card is presented Miss 
Popularity seizes the second caller, stands him up, and con- 
verts him into a hatrack by throv/ing an overcoat over his head 
and thrusting his arms into the sleeves part way. She hastily 
jams a hat on one of the outstretched arms. The third caller 
comes in, hangs his hat on the other outstretched arm, and sits 
down to converse a moment, when the bell rings again. This 
time the caller is transformed into an armchair by dropping 
him in a chair and covering him with a blanket. During the 
performance the "table" may reach up and help himself to the 
candy occasionally. The "hatrack" may change his position. 
The fourth caller starts to seat himself in the improvised arm- 
chair, the young lady excitedly grabbing him and thrusting 
him toward another seat. The "hatrack" in rebellious mood now 



PHDNOLOGY. 215 

shoves caller No. 4 Into the "table" and both fall against the 
"chair." All come out from cover and run off the platform, after 
looking disgustedly at one another. Each caller should reach 
the point of proposal before the bell interrupts. This can be 
varied by having No. 4 represent a soldier or an Epworth 
Leaguer, whom the girl accepts, walking off with him arm in 
arm, to the discomfort and chagrin of the others, who throw off 
their coverings and look dejected or angry. 



ANIMATED MUSIC SHEET. 

Stretch a sheet across the platform, reaching to the floor. 
Place a number of chairs back of the sheet. On these the per- 
formers are to sit, kneel, or stand, according to the position 
desired. Holes are cut in the sheet at different heights, the 
sheet having had the five lines of the scale drawn across it with 
charcoal or black crayon. Around the holes in front draw vege- 
tables, fruits, and flowers v/ith colored crayon. The singers 
arrange themselves on the chairs in back of the sheet, putting 
their faces through the holes. The "animated" sheet then 
renders some songs, preferably of rousing character. They may 
sing some jingles aimed at persons prominent in the assembly. 
For instance, "Rig-a-jig-jig" may be sung, using words something 
after the fashion of the following: 

1. While I was walking round this place, 

Hi-o, hi-o, hi-o, hi-o! 
I saw an awfully desperate case, 
Hi-o, hi-o, hi-o! 

Chorus. 

Rig-a-jig-jig, and away we go. 
Away we go, away we go, 
Rig-a-jig-jig, and away we go. 
Hi-o, hi-o, hi-o! 

2. Of course I'm not telling all I know, 

Hi-o, hi-o, hi-o, hi-o. 
But it is awful, my 0, my O, 
Hi-o, hi-o, hi-o! 

3. Our president on a bench he sat, 

Hi-o, hl-o, hi-o, hi-o! 
With a pretty girl, just think of that! 
Hi-o, hi-o, hi-o! 



216 PHUNOLOGY. 

A quartet or chorus could present some effective numbers in 
this manner. 

SUNFLOWER MINSTREL. 

Draw a sheet across the platform after the fashion of the pre- 
ceding stunt, though the music staff will not be necessary, and 
the holes will be cut to suit the height of the participants. 
Around the holes sunflower petals are drawn with crayon. When 
the curtain is drawn the participants, with minstrel make-up, 
faces blackened, and lips reddened, all have eyes closed. While 
the piano plays the prelude to the opening song, they suddenly 
open their eyes, roll the eyeballs from side to side, open their 
mouths wide and shut them with a snap. The chorus of "My 
Sunshine Jane" (Brennan-Ball) would make a good opening 
chorus. Songs and jokes can then be interspersed just as in a 

regular mistrel show. 

MIDGET LADIES. 
(Prize stunt. Sixteen young ladies needed for this performance.) 
Stretch a large piece of white cloth across the platform. Cut 
eight holes in it for the heads of eight of the participants. These 
young ladies thrust their heads through the holes thus pro- 
vided, each wearing a paper bow of bright color. Beneath the 
head, sewed to the sheet or cloth, which reaches to the floor, is 
a small dress of similar color to the bow. To the sides of the 
dress are holes for the arms and hands of the girl, and below 
the dress, two other holes for the feet. The feet are represented 
by another girl who thrusts through these holes hands covered 
with stockings and shoes. Tables are placed so as to provide 
a platform for the performance of these miniature ladies, who 
will look ridiculously funny. They may sing, crack jokes, and 
dance. Gestures with the hands should be made in unison, all 
folding them at the same time, holding them to the heart, hold- 
ing them palm out, etc. The possibilities are unlimited for work- 
ing out some clever entertainment. — Ruth Hudson, Petersburg, 
Va. 

CALLIOPE. 

Six boys represent the pipes. A seventh acts as operator. He 
carries a long baton and taps each boy on the head to let him 
know that his turn has come. As each one emits the note in 
calliope style he stoops. One of the "notes" may get stuck oc- 
casionally, making the shrill sound peculiar to calliopes, until 



PHUNOLOGY. 217 

the leader fixes It. Much depends on the clever manner In 
which this stunt is presented. 



FARMER BROWN'S FAMILY. 

Now I'm here to talk about the man who would walk about 

A mile every day — into town; 

His name was Ebenezer Brown, well known for many miles 

around. 
He used to mingle with the boys who were single, 
Take them out to the farm, to the farm. 

He always had a good excuse, his daughters he would introduce, 
With a smile he would take them by the arm and whisper: 

Chorus. 

"Now, here's my tallest daughter. 

Take a look at her, take a look at her. 

And here's my smallest daughter, 

Take a look at her, take a look at her. 

She's my baby, little Cinderella, sweet sixteen and never had 

a fellah. 
They all take after father, just five of them to bother me. 
And here's my wildest daughter, 
Take a look at her, take a look at her. 
And here's my mildest daughter, 
Take a look at her, take a look at her. 
Here's my neatest, she's by far the sweetest. 
Every one is old enough to marry. 
Come on, boys, and help yourselves to the pick of m^y family!" 

Brown used to talk about a lane that was out about 

A mile from the town — in the wood, 

The single fellows understood, 'twas close to Brownie's neigh- 
borhood. 

There any lover could make love under cover 

Of the bright silvery moon, shiny moon. 

They always had a good excuse. Brown's daughters would be 
introduced, 

With a smile he would take them by the arm and whisper. 

[This was put on as a faculty stunt at Asilomar Assembly. 
One person made up as Farmer Brown. He sang the words of 
the song, introducing his "daughters" as he came to them in the 



218 PHUNOLOGY. 

chorus. The music is not available, so a tune may be impro- 
vised, or the words may be recited. The "daughters" were the 
men of the faculty made up as girls. The "tallest" daughter 
was the shortest, the "smallest" was the largest, the "wildest" 
was the mildest, and so on. The make-ups were "screams." 
The words should be sung or recited distinctly, and each "daugh- 
ter" steps to the front as Farmer Brown introduces "her." 
Some of the popular "raggy" music of the day, such as the 
chorus to "Tell Me," for instance, will furnish suitable accom- 
paniment if played softly while the words are spoken.] 



A LIVE SOCIAL WITH FOUR GOOD STUNTS. 

About the only "dope" I know of just now is to tell you briefly 
of a League social I attended in Boston not long ago. There 
were only four "stunts," but they were worked out and enthusi- 
astically entered into, making a lively evening. 

1. A March Around. — All present marched around the large 
room in a column formed of couples (a boy and a girl). One 
boy stood in the center of the room with a stick. When this 
stick was thrown to the floor, each man had to rush to another 
girl (any one he chose) and secure her as his partner. The one 
left out each time had to go to the center of the room and 
throw the stick for the next time. This game was not only fun, 
but served to "break the ice" and get folks acquainted. 

2. League-of-Nations Telegram. — All present sat in a large 
circle around the room, the couples from the previous game 
sitting beside each other — i. e., those who happened to be to- 
gether at the close. Each couple was to send a telegram to 
President Wilson with reference to the League of Nations, using 
words beginning with the combined letters of their two last 
names, and no others. Either name could come first, but the 
words had to follow the natural order of the letters. (For 
example: "I had a Miss Rich with me." Our telegram was: "Rush 
into coal hod. R you a nut?" We had to explain that we were 
really for the League, but our combination of letters prevented 
our expressing our real sentiments.) I should have stated that 
these telegrams are read aloud by one of each couple, after 
about five or ten minutes has been allowed for their prepara- 
tion. Some were very ridiculous and funny, others surprisingly 
sensible and cogent. 

3. Lemon Race. — All present are divided into two equal sides 



PHUNOLOGY. 219 

and lined up, facing each other. A lemon is started down 
each line, each person receiving it In his two hands and placing 
it in the two hands of the person next to him. When tlie lemon 
gets to the end of the line, the person receiving it runs as fast 
as possible to the end of his line from which the lemon started 
and hands it to the one on the end. This person passes it 
on down as before, and the runner takes his place at the front 
end of the line. This is continued until one side has had all 
of its members rwn- with the lemon. The side that finishes first 
naturally wins the contest. For unrestrained fun and enthusi- 
asm this contest cannot be excelled. (I should have stated that 
the runners go bettveen the lines that face each other, not out- 
side.) 

4. Spinning the Bottle. — Again all present sit in a large circle 
around the room, but not necessarily by couples. Some one 
spins a large bottle in the center of the room, asking It some 
silly question — e. g., "Which girl present has received the largest 
number of proposals? Who will marry first? Who has the 
biggest feet?" etc. The person to whom the neck of the bottle 
points when it stops spinning is the one to whom the particular 
question applies. Then he (or she) has to get up and ask the 
question and spin the bottle, and so on ad infinitum. If the 
questions are witty, much laughter and fun will result. 

After these stunts refreshments were served and the boys 
chatted together in little groups, gave a few school yells, and a 
number (including "yours truly") gathered around the piano and 
sang popular songs. 

It was one of the best socials I have attended. It goes to show 
that it is not necessary to have a large number of events on 
the program. Four or five live stunts, well planned and ,en- 
thusiastically executed, will make for a royal good time. — Rev. 
Phil H. Ryan, Louisville, Ky. 



CHAPTER XVII. 

MISCELLANEOUS STUNTS. 

ALEXANDER. 

Have the persons in the crowd write questions on slips of 
paper. Explain that "Alexander the Great" will answer these 
questions, reading them in a mysterious manner. An assistant 
merely rubs them across "Alexander's" forehead with the paper 
folded, picking them indiscriminately from a hat. When the 
question is read by Alexander in this mysterious manner, the 
person writing it is asked to hold up his hand and verify the 
correctness of the reading, Alexander then unfolds the slip, 
looks at it to verify his own reading, answers the question, and 
then proceeds with the next question, mystifying the crowd with 
his uncanny exactness in reading the folded slips as they are 
rubbed on his forehead. He is enabled to do this because of a 
secret confederate in the crowd, who lays claim to the first 
question, no matter what it is. Really he has put no slip in 
the hat, merely pretending to do so. "Alexander" reads the 
slip to verify the reading for himself and thus gets the question 
on the slip to give to the crowd as another slip is rubbed across 
his forehead. And so on through the slips he goes. 



ACTING PROVERBS. 

Divide the crowd into groups. Let each group act out a 
proverb of its own selection, the rest endeavoring to guess what 
it is. You might have judges to decide which group makes the 
most clever presentation. Suggested proverbs: "All is not gold 
that glitters," "A fool and his money are soon parted." "There's 
many a slip 'twixt the cup and the lip," "All's well that ends 
well," "Two heads are better than one," "Birds of a feather flock 
together," "Every dog has his day." This latter one could be 
represented by persons standing on all fours in a row, each with 
a dog name and the name of a day of the week on a card hung 
about the neck. Thus there would stand "Carlo, Monday"; Fido, 
Tuesday," etc. 
(220) 



PHUNOLOGY. 221 

AEROPLANE RIDE. 

Place a small block about three inches high under an Ironing 
board or any other stout board. Blindfold the rider. Place 
two strong young men at either end of the board. Two more 
young men stand about the middle on either side to help the 
rider keep his balance. He rests his hands on the shoulders 
of these two. The men on either end now lift the board a few 
inches, wiggling it back and forth. The middlemen at the same 
time stoop gradually until they are near the floor. The rider is 
now told to jump and will probably hesitate about doing so for 
a while. The sensation through which he has passed has led 
him to believe he has gone up pretty high. This is an especially 
good stunt for the out-of-doors. We know one crowd that pro- 
duced a startling sensation for the rider by waving a branch 
of a tree in his face. 



BOOTS WITHOUT SHOES. 

The players unacquainted with this stunt are brought in one 
at a time. The leader instructs them thus: "Do as I do and 
say what I tell you to say." Then with some violent or ludicrous 
jesture he says: "Say 'Boots without shoes.'" The answer will 
most likely come back, "Boots without shoes," accompanied by 
the gesture. "Wrong," says the leader. "Now watch me." He 
goes through some ridiculous movement and says: "Say 'Boots 
without shoes.' " The point is that the way to say "Boots with- 
out shoes" is to say "Boots." A clever leader can keep a crowd 
in an uproar at the funny antics through which he carries the 
victims. 



BABY PICTURES. 

Have each guest bring a baby picture of himself or one taken 
in early childhood. Number these and have the company guess 
"who's who," writing the names down on a slip of paper. 



BLIND FEEDING THE BLIND. 

Blindfold boy and girl and provide each of them with a saucer 
of pop corn or broken-up crackers and a spoon. Have them sit 
facing one another and each feed the other. It would add to the 
fiin to mix a little molasses with the corn or crackerg. 



222 PHUNOLOGY. 

BABY MARATHON. 

The contestants sit on the platform in couples. Each couple 
is furnished with a baby's milk bottle. Any other bottle with 
a nipple fitted on it will answer. At the signal to start each 
girl holds the milk bottle while the boy drinks. It would be 
advisable to enlarge the holes in the nipples somewhat. It will 
add to the fun to have at least four couples contesting for first, 
second, and third places. 

BLIND BANANA FEED. 

Blindfold several couples. Give a peeled banana to each per- 
son. Have the couples clasp left hands, and at the signal to 
start they begin trying to feed one another. As some wild stabs 
may be made, it is well to provide paper aprons or bibs tor the 
participants by cutting a hole in a sheet of newspaper and drop- 
ping it over the head. 

BEAN BARGAIN. 

Here is a stunt or game that will keep a large crowd amused 
for a half hour or more. As many as seven hundred have 
played it at one time. Mark on slips of paper numbers from 
1 to 100, 200, 300, or as high as you want to go. Pass these 
out to your crowd, one slip to each one. Make a note for your- 
self of what you choose to designate as the lucky number. At 
the same time you give the numbers give each one ten beans. 
When every one has been supplied, explain to the crowd that 
the game has two aims — one, to see who will have the most 
beans at the end of the time agreed upon; the other, to see who 
will hold the secret lucky number at the close of time. The 
players are instructed that they may now bargain for the num- 
bers held by other players. For instance, one player discovers 
that another has 13. He thinks that this is likely to be the 
lucky number, so he offers three beans for it. He raises the bid 
to five beans, and if he thinks it most certainly must be the 
lucky number he may offer all ten of his beans for it. The 
other player may sell or not, as he sees fit. Some players may 
wind up by holding as many as four numbers. Some other 
players by clever bargaining may obtain numbers for one or two 
beans and sell them for four, five, or six, and so on. At the 
close perhaps 41 is announced as the lucky number, and the 
person holding that number is one of the winners, 



PHVNOLOGY. 223 

CONCERT. 

Each one in the company adopts an instrument on which he 
performs. Each person selects the tune he may think best suits 
his instrument and endeavors to imitate the action and, as 
closely as possible, the sound peculiar to his instrument. Lots 
of "pep" should be injected into the performance. Violin, cor- 
net, clarionet, trombone, piano, ukulele, banjo, drum, tambou- 
rine, cymbals, and hand organ are some of the available instru- 
ments for this concert extraordinary. 



CURIOSITY TENT. 

Placard your exhibition "For Men Only." Of course you won't 
be able to keep the ladies out. On entering the exhibit one 
finds on display all sorts of men's apparel and things used by 
men exclusively — men's shoes, neckties, pair of trousers, razor, 
derby, pipe, etc. 

COSTUME RACE. 

Several girls or boys contest in this race. Each is provided 
with a suit case in which is packed a ridiculous costume — odd 
shoes of large size, brilliant colored kimonos, funny-looking 
hats, etc. At the signal to go each one starts across the course 
to a point designated, opens the suit case, togs up, closes the 
suit case, and rushes back to the starting point. Here the 
toggery must be removed, placed back in the suit case, and then 
the suit case must be closed. 



CATS' CONCERT. 

Here's a diversion for a few minutes that is calculated to 
liven things up. Each person in the crowd selects some tune 
for himself. At a signal from the leader all sing at the top of 
their voices the different tunes selected. 



ENDLESS THREAD. 

Have a piece of white cotton thread sticking on the back of 
your coat. Naturally some one will attempt to remove it. Then 
the fun begins, for as the obliging person pulls the thread away 
from the coat It becomes longer and longer, while the joker 
walks away, finally turning around and appearing astonished 



224 PEUN0L0G7, 

and chagrined at what has happened. The trick is worked by 
putting a spool of thread in the inside pocket of the coat, after 
just enough of it has been threaded through a needle and passed 
through the back of the coat so that a bit of thread appears to 
be only sticking to the clothes. This would be a good stunt to 
work at an April Fool party. 



ELECTRICITY. 

Half the crowd should be acquainted with the stunt. One of 
the number goes from the room. The rest decide on some sim- 
ple object. The player is recalled and told that an object has been 
selected, and if he will join the circle they will all join hands, 
and by sitting very still and thinking only of that object the 
thought will finally impress itself on his brain. All join hands 
and sit very quietly, when soon the guesser announces the object, 
to the astonishment of the uninitiated. The guesser, of course, 
sits next to one of the "wise" ones, who, unnoticed by the rest, 
gently presses his hands, once for A, twice for B, and so on until 
the word is spelled out. A short pause is made between let- 
ters, and a responsive pressure from the guesser bids the speller 
continue. Some one may help things along by starting a dis- 
cussion of mental telepathy, thought waves, etc. 



THE GIANTESS. 

A tall man may be dressed in a skirt. A large umbrella is 
covered with a gown and a cloak. A ball of cloth is fitted on 
the stick above the dress, and a bonnet and thick veil are put 
on it, completing the head. The umbrella is partially open:d, 
the man gets under it, and, holding the handle as high as he 
can, appears like a gigantic woman. "Her" appearance might 
be heralded by a knock on the door and the announcement that 
"Miss Petite" has arrived. "She" walks in and bows. "She" 
may give the appearance of startling growth by holding the 
umbrella naturally when entering and then gradually raising 
it. She may talk in a squeaky falsetto voice. 



GENTLEMEN NURSEMAIDS. 

Have several girls do the dummy-dressing. Seat the men, blind- 
fold each one, and request him to double up his right fist. Mark 



PHUNOLOGY. 225 

eyes, nose, and mouth of a face on the fist with burnt cerk. 
Tie around this a doll cap or lace frill or ruffle of some sort 
and fasten around the wrist a full white apron or skirt. Now 
bend the left arm to lie across the waist, place the right arm 
across, with wrist resting in bend of the left elbow, draw the 
apron down over the right arm, and each gentleman will appear 
to be holding a baby. Remove the blindfolds now. 



GIGANTIC SNEEZE. 

Divide the company into three groups. One group is to shout 
"Ish," the second "Ash," and the third "Shoo" at a given signal. 
This conglomerate sound resembles a gigantic sneeze. 



GROUP LOGOMACHY. 

Here is a good get-acquainted stunt. Pin on each person a 
card bearing the initial of his last name. Tell all that the let- 
ters are to spell themselves into words. Mr, B finds Miss A, 
for instance, and together they may find Miss T. They write 
"bat" or "tab" down on their cards. Then they proceed to find 
another T or maybe a U, depending on whether they want to 
spell "battering" or "tabulating." "When groups have spelled 
out their words they may break up and form new groups, al- 
ways writing on their cards the words spelled. Prizes may be 
awarded to the person getting the largest number of words 
spelled and also to the person having the largest total of letters. 



HOBBLE HURDLE. 

(Prize Stunt.) 

Contestants (boys or girls) are robed in tight-fitting "hobble 
skirts" of cheesecloth or sackcloth and at a given signal race 
across the room. The least spurt or sudden burst of speed is liable 
to upset not only the dignity but the equilibrium of the con- 
testant. Halfway down the course are pasteboard barriers over 
which the "hobblers" must hurdle the best they can. — Beryl W. 
Hundley, Richmond, Ya. 
15 



226 PHUNOLOGT. 

HOG RACE. 

No one will object to being a "hog" for a few minutes in order 
that the crowd might be amused. Several contestants are re- 
quired to get down on all fours. A newspaper is put in front of 
each of them, and on it is placed an apple. At the signal to 
begin each starts eating his apple, the use of the hands not 
being allowed. The idea is to see which one can first consume 
his apple hog fashion. 



HURLY-BURLY. 

Players are all seated about informally. The leader whispers 
in the ear of each one some action to be performed. One may 
"sing a song," "dance a jig," "play a drum," "make a speech," 
recite "Mary had a little lamb" with dramatic gestures, etc. 
When all have been given something to do, the leader shouts 
"Hurly-Burly!" when all must perform the acts assigned them 
simultaneously. Any one failing to perform immediately on 
the shouting of "Hurly-Burly" is punished by being made to 
walk the "swamp," beginning at one end of the room and an- 
swering questions put to him by the crowd, stepping forward 
one step when the answer is "Yes" and backward one step when 
it is "No." 

HARLEQUIN WRESTLE. 

Each person stands on one leg. They grasp right hands. 
Each tries to make the other lower his upraised foot to the 
floor or touch the floor with the free hand. Touching opponent 
with the free hand is not allowed. Sides may contest in this 
stunt, the winning side being the one with the largest number 
of victories. 



"I POINT." 

One person leaves the room. His assistant has explained that 
this person can always tell to whom he is pointing, though he 
is out of the room and cannot possibly see what is being done. 
He calls "I point," each time pointing to some one in the room, 
the guesser calling back, "Point on." Then finally the pointer 
calls, "To whom do I point?" and the person outside invariably 
answers with the correct name. The secret is that when the 
pointer says, "To whom do I point?" he always points to the 



PHUNOLOGY. 227 

last person to speak before his confederate left the room. This 
may be varied so that it is the first person when he comes back 
or the person to the right or left of the person to speak. A 
definite understanding must be had as to the system to be used. 
The pointer should lead the crowd astray by various means, 
using the same number of calls for a while, pointing from one 
particular side, asking his partner as he leaves the room, "Are 
you sure you have the connection?" etc. 



IS IT THIS? IS IT THAT? 

One person leaves the room. His confederate tells the com- 
pany that if any one of them will touch an article in the room 
or name it, the person outside will come back and tell which 
article was touched or named. When he comes back the con- 
federate points to different objects and questions him thus: "Is 
it this?" "No." "Is it this?" "No." "Is it this?" "No." "Is 
it that?" "Yes." The guesser gets his tip from the substitution 
of "that" for "this" in putting the question, so that when he is 
asked, "Is it that?" he knows at once that this is the article. 



KAZOO BAND. 

Appoint a director who will give a clever and exaggerated 
imitation of some of our band leaders of the Creatore type. Fur- 
nish each member with a zobo (an instrument through which 
you hum, obtainable at ten-cent stores). Combs covered with 
paper v/ill do when the zobos are not obtainable. Play several 
selections, the director announcing the numbers each time. For 
instance, he announces "Schubert's Serenade," and the Kazoo 
Band plays with a good deal of flourish, gusto, and "pep" some 
"raggy" piece of music, such as "How You Gonna Keep 'Em 
Down on the Farm?" 



LETTERFLY. 

Introduce your company one at a time to the Fly family. 
There are Mr. Housefly, Miss Butterfly, Mr. Horsefly, Miss Dragon- 
fly, etc. The last to be introduced is Miss Letterfly, who has a 
wet cloth which she throws in the face of the person being in- 
troduced. The victim should not see the cloth until it hits 
him. All the "flies" stand with hands behind them, reaching out 
the right hand when introduced. 



228 PHUNOLOGY. 

LAUGHING SONG. 

All in the company laugh to some familiar tune played on the 
piano. "Turkey in the Straw" makes a good laughing tune. 



MENTAL TELEPATHY. 

Two persons work together on this, explaining to the com^ 
pany that success depends on concentration. One of the two 
leaves the room. The rest decide on some trade or profession 
and think of that one thing so steadily that the thought will be 
transmitted to the absent one, who is now asked to come back. 
"Is it a conductor?" "No." "Is it a lawyer?" "No." "Is it a 
machinist?" "Yes." The understanding between the two is that 
just before the trade is mentioned some profession is named. 
There are many varieties of this stunt. Thus to guess any ob- 
ject named it might be decided between the two confederates 
that the thing named shall come after something black or some- 
thing with horns, or a small fruit, as a cherry or plum, may be 
used as the tip, or something with four legs, etc. 



MAGICIAN. 

Put on the table three pieces of bread or other eatable a little 
distance from one another. Cover each with a hat. Lift the 
first hat and eat the bread. Lift the second and do likewise. 
Lift the third and also eat that piece. Now ask any person in 
the crowd to choose the hat under which he would like the three 
pieces of bread to appear. When he has made his selection, 
make a fev/ mysterious passes over it, say "Hokus Pokus Bunk- 
us," place it on your head, and ask him if he is satisfied that 
they are under it. 

THE MYSTERIOUS BALL. 

A wooden ball with a hole half an inch in diameter is needed, 
though a large spool might do. Pass this, with a small piece 
of cord, around for examination. The performer now runs the 
cord through the hole in the ball, and the ball runs up the cord, 
stopping where he tells it to stop. Again the ball and cord are 
handed around for inspection. After the cord is returned the 
magician lays it on the table, and when the ball is returned 
he picks up the cord and with it a piece of black thread, run- 



PHUNOLOGY. 229 

ning both through the hole in the ball. The other end of the 
thread passes out behind the scenes or off the platform to an 
assistant. Take the lower end of the cord in one hand and the 
other end and the thread in the upper hand. The assistant 
now pulls the thread taut, and as the magician commands he 
raises, lowers, or stops the ball where desired. 



THE MYSTERIOUS CHINESE WRITING. 

Two persons must have complete understanding of this mys- 
terious chirography. One goes out of the room; the other re- 
mains and asks the company to select some word to be written. 
For illustration we will use an easy one. Say "cat" is the word 
chosen. The reader is called back. The writer with a pointer, 
pencil or stick of wood, makes various maneuvers on the floor, 
wall, or table, the reader watching intently. "Can you follow 
me?" says the writer after a bit of mysterious maneuvering. 
After more of this he taps once, then with a grand flourish 
finishes up, saying, "That's all." Immediately the reader says, 
"Cat." Note tnat the consonants are given by what is said, 
the first letter in the sentence indicating the letter written. 
Thus when the writer says, "Can you follow me?" the other 
knows immediately that the letter is "C." The vowels are a, 
e, i, 0, u. Therefore 1, 2, 3, 4, 5 taps indicate which vowel 
is to be used. One tap is "a," two taps "b," etc. The more mys- 
terious you can make your maneuvering with the pointer, the 
better; for, although it has nothing to do with your writing of the 
word, it is to your advantage to make them think it has. We 
have seen a company completely mystified by this stunt. If 
any one thinks he has gotten it, let him go out and then 
come back and read the word selected. Often players will guess 
the consonants, but are unable to fathom your vowel system. 



NEWSPAPER RACE. 

Each contestant is given two newspapers, one for each foot. 
He places one newspaper forward and steps on it with the right 
foot. Then he picks up the other and steps forward on it and 
so on, being allowed to step only on newspaper. The race is to 
a given line and back. 



230 PHUNOLOGY. 

OBSTACLE RACE. 

Select several contestants for this race. Place a number of 
obstacles in the race course — buckets, books, cups, tumblers, etc. 
Let the contestants try the course once. Then blindfold them, 
have some one noiselessly remove all the obtacles, and start 
your race. If this is done cleverly enough, the contestants will 
do some ludicrous high-stepping to avoid knocking over or 
touching any of the obstacles, since one of the rules laid down 
was that each obstacle touched counts one demerit against the 
racer. The contestants must walk and not run. 



ORATORICAL CONTEST. 

Let three young men impersonate three prominent orators. 
State that, as the hour is late, they will save time by all speak- 
ing at once. Each of the three should have previously com- 
mitted his speech, and when he has taken his place on the plat- 
form he will frantically endeavor to make himself heard above 
the others. To make the performance more amusing, they should 
make all sorts of dramatic and ridiculous gestures. (If you can 
get three persons of ready tongue, it will add to the fun if the 
speeches are extemporaneous affairs ) — Miss M. E. Dixon. 



PENNY FORTUNE. 

This is a dandy hoax to work on unsuspecting victims. You 
call in these victims one at a time with the ostensible purpose 
of telling their fortunes with a penny. You tell them that you 
will wet the penny in a pan of water, press it to their fore- 
heads, informing them that the number of shakes It takes to 
make the coin drop will indicate the fortune. You let them 
try it just to see how it works. You then begin by asking the 
penny: "How many times will she (he) be married?" The pen- 
ny is dipped into the water and then pressed to the forehead 
of the victim, who begins to shake her head. Possibly it will be 
shaken off in the second attempt, indicating she will be married 
twice. "How many children will she (he) have?" The penny 
is again pressed to the forehead, and the person begins to shake 
the head. At the second or thiid shake the penny will probably 
fall to her lap. Now ask some such question as, "How many 
quarrels will she have with her husband?" or "How many times 
will she wish she hadn't married?" This time press the wet 



PHUNOLOGY. 231 

penny to the forehead, but remove it, holding it hidden in the 
hand. The wet impression made will cause the victim to think 
the penny is there, as in the previous tests. Gales of laughter 
will greet the performance as the victim shakes the head time 
after time before realizing that a trick is being played on her. 



ROOSTER FIGHT. 

A ring six feet in diameter is drawn. Two players are placed 
in these. They stoop and grasp each his own ankles. In this 
position they endeavor to shoulder one another out of the circle. 
A defeat is thus registered. When one is upset or loses his 
grip on his ankles, the other is declared the victor. 



RAINY-DAY RACE. 

Several couples are needed for this race. They stand in line, 
with a closed satchel and an umbrella in front of each couple. 
In each satchel are a pair of rubbers, a pair of gloves, and a rain- 
coat or cloak. At the signal to start each young man grabs hia 
satchel, and hand in hand he and his partner rush to the op- 
posite goal. Arrived there, he opens the satchel, hands his part- 
ner her rubbers, which she puts on, hands her her gloves, which 
she likewise puts on, holds her coat for her while she gets 
into it, closes the satchel, raises the umbrella, and, holding the 
umbrella over her with one hand and the satchel with the 
other, runs with her back to the starting point. Arrived there, 
he must close up the umbrella, open the satchel, help his partner 
out of the coat, take the gloves and rubbers as she drops them, 
and put them all in the satchel, closing it up. 



RELAY STRING-WINDING. 

The company divides into two groups, lining up in two lines, 
one player behind the other. Two balls of string are needed 
and two sticks on which to wind the string. One each of these 
is handed to the head player in each line. At a given signal 
each drops the ball to the ground and begins to wind the string 
on the stick. A leader stands out in front of the two lines 
and directs the game. When he taps a bell or blows a whistle 
the player winding must pass the stick to the player immedi- 
ately behind and rush to the rear of the line. Each player winds 



232 PHUNOLOGY. 

feverishly when the stick is handed to him, the idea being to 
see which side can first get its hall of cord wound on the stick. 
The leader should signal for a change every minute or half 
minute. Tangles must not be wound on the stick, but must be 
untangled before proceeding with the winding. 



SPANISH RELAY. 

Teams of five or more may contest in this relay. Two canes 
or closed umbrellas are needed, or as many as there are teams. 
These are rested on the floor or ground by the first man on each 
team. Both hands are placed on top and the forehead rested 
on the hands. In this position, at the signal to start, each 
leader is required to turn around four times without lifting the 
cane from the ground. He must then stand suddenly erect and 
run to and around a tree, chair, or pole some short distance 
away, and back to his own group, handing the cane to the next 
man in line, who immediately goes through the same process. 
The first team finishing, of course, wins. The actions of some 
of the runners will be worth going miles to see. 



THE SIAMESE LANGUAGE. 

The young people one at a time, or, if the crowd is large, 
several at a time, are brought before the teacher to learn this 
difficult language. All others are excluded unless they are al- 
ready familiar with it. The pupil is brought in and led to a 
seat opposite the teacher, who will proceed to ask if they have 
ever studied Latin or French, explaining that the Siamese lan- 
guage is taught by the method of induction, the pupil learning 
a basic sentence, after which the rest of the language comes 
easy, so that the next time the pupil meets the Siamese twins 
he may be able to converse with them in their native tongue. 
He now requires the pupil to repeat after him, one at a time, the 
following syllables: "0-WA (a as in father) -TA-GOO-SIAM." 
Now the pupil is asked to repeat these by coupling two syllables, 
"OWA-TAGOO-SIAM." Then the pupil is asked to repeat the 
entire sentence, practicing it for smoothness. Let him repeat 
the sentence several times, the teacher encouraging him by 
saying, "That's right," or something of the sort. Ask him now 
if he can interpret it, if he hasn't already caught on. It may 



I'HUNOLOGX. 233 

take him quite a while to realize that he is saying, "0 what a 
goose I am!" As the pupils learn the language they are priv- 
ileged to stay In the room and witness the teaching of those who 
follow. 

SPOON PHOTOGRAPHY. 

Players sit in a circle. The photographer leaves the room, 
and one of the players is chosen to have "his likeness took." 
The players also choose some one from the crowd to hold the 
spoon in front of this person for a moment, handing it to the 
photographer on his return. He polishes the bowl of the spoon, 
passes it around, reflecting several faces in the bowl, and finally 
names the one chosen in his absence, stopping when that person's 
face is reflected in the spoon. A confederate is necessary for 
this stunt. This confederate assumes the exact position of the 
player chosen. The photographer, of course, pretends to see the 
image in the spoon. 

SILENT QUAKER. 

The company is seated in a circle. Each whispers to the other 
some absurd thing to do. When each has his commission, the 
leader announces: "The meeting has begun." All join hands 
and solemnly shake them, after which no one may speak or 
laugh. Each one in turn now performs his stunt with solemnity. 
A penalty is inflicted on any one who laughs or speaks. One 
might be commanded to sing, another to make a speech, another 
to make love, rock the baby, etc. All must be done in panto- 
mime. 



THREE QUESTIONS. 

A person is sent out of the room. While he is gone the rest 
decide on three questions, to which he must reply "Yes" or "No" 
before he knows what the questions are. When he returns he 
is asked if he will answer the first question "Yes" or "No." As 
soon as he indicates his answer he is informed what the ques- 
tion is. The other questions must be answered in the same man- 
ner. 



THREE-LEGGED RACE. 

The right leg of one boy is tied firmly to the left leg of an- 
other just below the knee and again at the ankle. Each boy 



234 . PHUNOLOGY. 

and his companion, at the word "Go," start forward or try to do 
80. The two reaching the goal first are winners. 



THREE PENCILS. 

Three pencils are placed on the floor in a row. The leader 
announces that he can leave the room and on his return tell 
which one of the pencils any one person in the room may touch. 
He does this through the aid of a secret confederate, who tips 
him off by the position of his thumbs. This confederate sits 
with hands folded. If the pencil to one side has been touched, 
one of the thumbs will indicate this by being crossed over to 
that side. If the middle one is touched, the thumbs are ex- 
tended straight out together. If the pencil to the other side, then 
the other thumb is crossed over, indicating the one. This may 
be varied by use of the feet in the same manner. 



THE "TATTLER." 

Make a monthly newspaper a feature of your social or business 
meetings, or you could issue the Tattler on Stunt Night at the 
conference or assembly. Appoint an editor in chief and staff. 
Each of the staff will be assigned definite responsibility in the 
make-up of the paper. The Tattler will carry newsy items about 
the League and its members, making clever hits on some of 
them. It will have a joke column, giving the jokes a local flavor, 
editorials, humorous or otherwise, bits of poetry, burlesque ad- 
vertisements, police court news, and sporting page. The news 
items will be "faked," of course. There will also be a Beatrice 
Barefacts column, where questions of lovelorn young people get 
attention. The paper is not to be printed, but written and read 
to the assembled company. If used at the monthly social or 
the business meeting and cleverly done, it will become a feature 
looked forward to with much interest by the Leaguers. 



TELLTALE TUMBLER. 

Place a tumbler on a table. On top of it place a coin, handker- 
chief, or something else suitable. Tell the company that you'll 
leave the room while some one removes the coin or handkerchief 
from the tumbler. When instructed to do so you will come 
back, and the tumbler will tell you who removed the coin or 



PHUKOLOGY. 235 

handkerchief. Each one on your return must walk up and put 
the forefinger of the right hand on the tumbler. When they 
have all done so, you will hold the tumbler to your ear and 
listen intently. After a moment of this you walk directly to the 
person who has removed the coin or handkerchief and ask for 
it. The secret lies in the fact that a secret confederate always 
places his finger on the tumbler immediately following the guilty 
person. 

WATCH TRICK. 

Ask some person to think of some number on the dial of a 
watch or clock. Before a large crowd you might use a cardboard 
imitation of the face of a watch. Tell the person selecting the 
number to count as you tap on the face of the clock, beginning 
to count at the number next succeeding the one selected and 
counting to twenty, letting you know when twenty has been 
reached. Thus if "five" is selected, he counts "six, seven, eight," 
etc. You will be pointing at the number selected when twenty 
is reached. You must count also as you tap. It does not matter 
on what numbers the tapping is done up to seven in your count, 
but on eight you must start at twelve and tap in reverse order, 
thus: Twelve, eleven, ten, etc. When twenty is reached in the 
count of the person selecting the number, invariably you will 
be pointing to the number selected. 



WHISTLING CONTEST. 

A boy and a girl represent each side in this contest. The 
partners are placed at opposite sides of the room, and each boy 
is given an envelope containing the name of some well-known 
song. At a given signal he breaks open the seal, reads what 
is on the paper, runs across the room to his partner, and whistles 
the tune of the song in her ear. As soon as she recognizes it 
she must write it on another slip of paper in her possession and 
hand it to him folded. He immediately returns to the starting 
point. The boy returning first with the correct title of the song 
he whistled written on the paper is winner. 



YANKEE DOODLE DOMESTICS. 

Persons appear on the platform in old-fashioned or ridiculous 
costume. Each begins doing some bit of housework. One will 



236 PHUNOLOGY. 

dust, another sweep, another pretend to wash dishes, passing the 
imaginary dishes along to another, who goes through the mo- 
tions of wiping them, another washes clothes, another scrubs 
the floor, another kneads dough, etc. All this is done to the 
accompaniment of "Yankee Doodle" played on a piano. The 
players begin slowly, increasing their speed as the music be- 
comes faster and faster, until every one is at high speed, when 
the music gradually slows down until each person is barely 
moving, finally coming to a dead stop. 



CHAPTER XVIII. 

RELAYS. 

1. Spanish Relay. — (See "Stunts.") 

2. All-Up Relay. — Have two or more teams of five or more 
members each contest. Opposite the first man on each team and 
across the room is drawn a circle about two feet in diameter. 
Inside each of these circles stand three Indian clubs or long 
bottles. At the signal to go these men run to their respective 
circles and set the clubs or bottles just outside, returning Im- 
mediately this is accomplished and "touching off" (slapping out- 
stretched hand) the man next in line. This man has moved up 
to the starting point, and immediately on being "touched off" 
starts for the circle and replaces the clubs or bottles within 
the circle. And so on until all the players of one team have 
completed the course. A player is compelled to have all the 
clubs or bottles standing upright before he can run back to the 
starting point. Should one fall, he must go back and set it 
up before he can proceed further. 

3. Blackhoard Relay. — Two or more teams. The last player in 
each line runs to the board and writes one word. When he 
returns he hands the chalk to the one immediately in front of 
his position. This player writes another word, and so on till all 
the players have run. The words written must bear some rela- 
tion and form a sentence when finished by the last player to run. 
This player must also punctuate it before he returns. Twenty- 
five points are allowed for speed, twenty-five for spelling, twenty- 
five for writing, twenty-five for punctuation and grammatical 
construction. This game may be varied by having the partici- 
pants hop to the board and write one letter each of a given word. 
In this case the side first writing the word and returning to the 
starting point wins, 

4. Hopping Relay. — Two or more teams line up their players 
behind the starting line. At the signal they must hop to a goal 
line some ten or fifteen feet away, touch the goal with the hands, 
and hop back to "touch off" the first player in line, who proceeds 
to do the same thing, and so on. The team whose last player 
reaches the starting line first wins. 

(237) 



238 PHUNOLOGY. 

5. Shuttle Relay. — Half the players for each side line up at 
opposite sides of the room, of course. The first players start 
from one side, hopping the distance and tagging the first of 
their teammates on the other side. This teammate hops back to 
opposite side and "touches off" the next man in line, and so on. 
The idea is to see which team can have all its players finish the 
course first in this manner. 

6. Japanese Crad Race. — The players line up behind the start- 
ing line in several single files, each team with the same number 
of players. Opposite each line is a circle at a distance of about 
ten yards. The players have to race backward on all fours 
to the circle, stand erect, and rush back to touch the out- 
stretched hand of the next teammate as he crosses the line. 
The start is made by the first player in each line getting in 
position, with heels on the starting line, and back to the circle 
for which he is to run. The next player in line immediately 
gets into position when his teammate starts back for the touch- 
off. This race may also be run without using the relay idea. 
In this case a team scores a point each time its contestant is 
victorious over an opponent in reaching the circle on all fours. 
No return is necessary. The next two players start immediately 
the first two are out of the way, and so on until every one has 
had a chance to display his skill. 

7. Chair Relay. — Two long rows of chairs. The leaders on 
each side run around their own rows and back to their places. 
On their return, as soon as they are seated, the second player 
runs around the chairs, including the leader's chair. Then the 
third and so on. 

8. Spoon Relay. — Two rows of players line up, facing one an- 
other. Two tables are placed between the rows at either end 
of the line. Six spoons are placed on each table. Each person 
in line grasps with his left hand the right wrist of the person 
to his left, leaving the right hand of each person free. The 
leaders at opposite ends of the opposing sides at the signal 
start passing spoons, one at a time, down their respective lines. 
The side able to pass the spoons down and back first wins. 
Only the right hands can be used, and the line must not break 
hold anywhere. If a spoon drops, to avoid breaking grips the 
whole line must stoop while it is picked up. 

9. Barrel Hoop Relay. — Four contestants from each side. Each 
team is given a barrel hoop. At the signal to "Go" the first 



PHUNOLOGY. 239 

player for each team passes the hoop over the entire body, 
steps out, ana passes it on to the next, who repeats the perform- 
ance, then passing it on to the third, and so on. 

10. Folding -Chair Relay. — The teams line up, four contestants 
for each team. A folding chair is placed unopened on the goal 
line Each contestant, running from the starting point, must 
run to the chair, open it, sit on it, close it, get back to the 
starting point, and "touch off" his teammate, who is to run next. 
The team whose last contestant sits in his team's chair wins. 
The others may fight it out for second and third places. 

11. Apple Relay. — Have four contestants for each of several 
teams. The leader of each team is given an apple. At the 
signal to start the leader pares the apple; the second one cuts it 
in halves; the third quarters it and cuts out the core; the fourth 
eats it and crows like a rooster to indicate that he has finished. 

12. Yankee Doodle Relay. — Have four girls and four boys rep- 
resent each team. Each girl is provided with a glass half full 
of water, and a teaspoon. At the signal to begin the first girl 
on each team begins feeding her partner the water, teaspoonful 
at a time. As soon as this couple finish they must sing a verse 
and chorus of "Yankee Doodle," at the end of which the next 
couple may begin to do away with the water, and so on down 
the line. The team finishing first marches around the other 
team, singing "Yankee Doodle." Where more than two teams are 
contesting, the teams may march about the sides still engaged 
in the order in which they finish. 

13. Weaver's Relay. — Two or more circles, with same number 
of players in each. Players clasp hands. One on each team is 
chosen as starter and drops back. At the signal each starter 
begins racing, going into the circle under one pair of arms and 
out through the next, and so on all the way around till he 
reaches his own place, when the player to his right begins. The 
circle whose last player returns to his position first wins. 

14. Penny Relay. — Divide the company into two equal sides, 
with an uneven number of players on each side. Let them sit in 
two lines, facing one another. At either end of both lines have 
tables. On the table by the leader of each line are five pennies. 
At a given signal each leader picks up a penny and puts it in 
the hands of the next player. This player must stretch his hands 
straight out in front of him, with palms up and close together. 
The next player now picks it up from the outstretched hands 
and places it in the outstretched hands of the fourth player. 



240 PHUNOLOGY. 

Thus every other player sits with outstretched hands, making 
no move to help the progress of the pennies. Soon each leader 
will have all five pennies on their way to the other end of the 
line. The last player to receive them places them on the table 
at his end and, after getting all five pennies on the table, starts 
them back up the line. The first side getting the pennies home 
wins. 

15. Chinese Hop Relay, — Line up ten players for each team. 
Arrange as many rows of sticks, ten in a row, as there are 
teams. Place them in easy hopping distance. Have the teams 
lined up behind the starting line, which may be several yards 
from the first stick. At the signal the first player in each line 
hops from the starting line and over all the sticks, picking up 
the last stick, hopping back, and "touching off" the next player, 
who has moved up to his position. This player must get stick 
No. 9 in the same manner, and so on. The first team to have 
all ten of its sticks home wins. 

16. Banana Relay, or Italian Ensemble. — Have three or four 
members for each team. Line them up on the platform, facing 
the crowd. Provide each contestant with a banana. At the 
given signal the first man on each team peels his banana and 
eats it. He must them shout, "Vive la Italia! Vive la America!" 
before his next teammate can begin. The team wins whose last 
man finishes his banana and shouts as required before his oppo- 
nents have finished. 

17. Potato Race Relay. — Put down as many rows of five pota- 
toes each as there are teams. The potatoes should be placed 
three or four feet apart. The distance will be governed largely, 
however, by the amount of room you have at your disposal. 
Have the teams line up at the starting point. Give the first 
runner on each team a teaspoon. At the signal to go this player 
starts picking up the potatoes with the spoon and carrying 
them back one at a time to a chair on the starting line. No use 
of the hands or fingers may be made to get the potatoes on the 
spoon, excepting, of course, as the hands are used to hold the 
spoon. When all the potatoes have been brought back in this 
manner, the next player on the team picks up the potatoes 
with his hands one at a time and sets them out. The next 
player on his return starts out with the spoon to carry them all 
back. The fourth player sets them out again, and the fifth 
picks them up with the spoon and carries them back to the 
chair. Line up a team of girls against a team of boys in this 



PHUNOLOGY. 241 

relay. It may also be run by having the first runner pick up 
the first potato with the spoon, deposit it in the chair, and 
hand the spoon to a teammate, who gets potato No. 2, the next 
getting No. 3, and so on. This race may be run without the re- 
lay feature, allowing two or more persons to contest to see 
which one can pick up and carry all the potatoes in the shortest 
time. 

18. Holhle Skirt Hurdle Relay. — Run the Hobble Skirt Hurdle 
Race, as described elsewhere, in relay fashion, with teams of 
three or four each contesting 

19. Walking Relay. — No running allowed. Teams of five or 
more. All contestants walk to a given point and back, "touch- 
ing off" the next teammate as they reach the starting line. 

20. Cracker Relay. — As described in the "Track Meet Social.'* 

21. Overhead Relay. — Have two or more long lines of players, 
with the same number in each line. Give the leader of each 
line a basket ball, volley ball, or bean bag. At the signal to 
go each leader passes the ball back over his head, and so on 
down the line it goes. When the last man in line has received 
it, the line reverses, and he starts it back down the line in the 
same manner, with the overhead pass. Each player must handle 
the ball. The idea is to see which team can pass it down and 
back to the leader first. 

22. Bean Bag Relay. — Two teams. They line up, facing one an- 
other, with at least five yards between the lines. All players 
are seated but two. These two, one for each side, stand midway 
between the chairs at either end of each line and some several 
feet in front of the line. Each has a bean bag. At the signal 
to go this middleman, whom we will call No. 1, throws the 
bean bag to No. 2, at one end of his line of players. No. 2 im- 
mediately on the word "Go" has assumed a standing position. 
He catches the bean bag and rushes to take No. I's position as 
middleman. No. 1, immediately on throwing the bean bag, runs 
to the other end of his line and seats himself in the end chair, 
all the players having moved up one seat as soon as No. 2 
went to the middle. No. 2 proceeds to throw to No. 3 as soon 
as he reaches the middleman's position, and then rushes to the 
other end while No. 3 takes his place as middleman, and so on 
it goes. The idea is to see which team can go all the way 
around and get the original middleman back to his position first. 
All players must catch the bean bag while In standing position. 

16 



242 PHUNOLOGY. 

23. Stride Ball Relay. — Here's a relay for boys. Two or more 
lines of players stand straddle. The leader of each line is given 
a basket ball, football, volley bail, or bean bag. He passes the 
ball back between his feet. When it gets to the end, players 
reverse and pass it back to the leader. Each player must handle 
the ball. 

24. Right-Left Relay. — Two or more lines of equal number of 
players, with line-up similar to "Overland Relay" line-up. The 
leader passes the ball, or whatever may be used, back from his 
right side, half turning to do it and using both hands in passing. 
The second player then passes it from his left side, the next 
right, and so on. Reverse and send back in same manner. 

25. Lemon Race Relay. — As described in the chapter on "Mis- 
cellaneous Stunts." ( 



/ 



CHAPTER XIX. 

GET-ACQUAINTED STUNTS AND GAMES. 



Get Acquainted. 
To Get Partners. 
Forfeits. 



GET ACQUAINTED. 



Zip. — Seat the company in a circle. One player stands in the 
center. Each player in the circle acquaints himself immediately 
with the name of the person to his left. The person in the center 
points his finger at any one in the circle and shouts: "One, two, 
three, four, five, zip!" While he is thus shouting the person to 
whom he points must say the name of the person to his left be- 
fore "Zip" is said. Failing to do this, he must exchange places 
with the player in the center. The game continues and should 
move rapidly. 

Mixed Quartets. — Copy and cut into four pieces two or more 
lines of some familiar song. Distribute these pieces through the 
crowd and have them match until each group is complete. Have 
them render their songs, it matters not if there isn't a singer or 
musician in the group. All in the group must take part. After 
each group has performed, let them sing together, each group 
singing its own song. This will be horrible, of course, but it will 
be lots of fun just the same. 

Circle Shake. — Players form a circle. One person is designated 
to start off by shaking hands with the person to his right and 
proceeding on around the circle, shaking hands in turn with 
each one and returning finally to his place. The next person to 
him follows him, and the next, and next, and so on, each shaking 
hands and giving his or her name, until every one in the circle 
has been around once. 

Song Scraml)le. — Give out songs cut so that two lines appear 
on each slip. The players scramble about until each group has 
its song complete; when all groups are completed, in turn they 
must render their song. A variation of this is to number the 
slips. Thus all slips of one song would be numbered 1, of an- 
other 2, and so on. 

(243) 



244 PHUNOLOGY. 

Circle Confab. — Get company in two concentric circles, boys on 
outside, girls on inside. Let them march to music, the circles go- 
ing in opposite directions. When the music stops, the marchers 
stop, face one another, and converse till the music starts. If in- 
troductions are necessary, of course each introduces himself or 
herself to the other before conversing. When the music starts 
up, the players begin marching again. The pianist should make 
frequent stops, but never long ones. The players may march in 
the same direction. When the music stops, each man should then 
move forward one. The game will continue until each person 
has met and conversed with every other person. 

The Jolly Miller makes a good mixing game. It is described 
in the chapter on "Games." 

Grouping. — Have players group by months of birth, by initials 
of surname, by native States, by height, tall or short, etc. 

Number Mixer. — Give each one a number to be pinned in a con- 
spicuous place, then give out slips upon which are written direc- 
tions, such as the following: "Shake hands with five and nine." 
"Introduce four to three." "Go to seven and shake hands three 
ways — Chinese fashion, society grip, and Methodist fashion." 
"Kneel before eleven and meow like a cat three times." 

I. C. Mixer. — Give each guest four sheets of paper marked 
"Blue Eyes," "Brown Eyes," "Black Eyes," and "Gray Eyes," re- 
spectively. They are now instructed to shake hands with every 
one and write their names on the proper sheet. 

Secret Hand Shaker. — Announce that some one in the crowd 
has been chosen as Secret Hand Shaker. The tenth person to 
shake hands with that person will get a prize. The thirteenth, 
twentieth, or any other number may be chosen as the lucky one. 

Introduction Committee. — Have an introduction committee for 
each social to see that every one is made to feel at home and in- 
troduced to everybody else. This committee can do wonders in 
creating that atmosphere of good fellowship so necessary to the 
making of a successful social. 

Pinning on Names. — It is always a good idea in crowds where 
a number are unacquainted to pin the names of the guests on the 
lapel of the coat or on the waist, where everybody can see them. 



TO GET PARTNERS. 

1. Fish for Them. — Let the young men one at a time take a pole 
and line and drop the line ov^er a screen or curtain which 
covers the door into another room In which the young ladles 



PHUNOLOGY. 245 

are gathered. Some young lady takee hold of the string when 
It is dropped over and walks out, not knowing until she sees 
the young man holding the pole who her partner may be. On 
the other hand, of course, the young man doesn't know what 
luck he has had until the young lady appears from behind the 
screen. 

2. Shadow Auction. — Gather all the girls into one room and 
the boys into another. Tack a sheet across the doorway be- 
tween; set a lighted candle at proper distance to throw the shad- 
ow of each girl on the sheet as she stands back of it. Let the 
boys bid with beans for them as the shadows appear. 

3. Match partners by initials of first names; thus Carolyn and 
Charles may become partners. All left-overs should try match- 
ing initials of last names, then of middle names. 

4. (a) Let the girls form in line in one room and the boys in 
another, with no regard to stature. They march in, and the two 
marching lines meet and come up two and two. (&) Have the 
lines form according to height, the tallest in front and so on 
down. Now they march in, and the tallest girl becomes partner 
of the tallest boy, and so on. (c) Have the lines form according 
to stature, the girls with the tallest girl leading and so on down, 
the boys with the shortest boy leading and so on up. Thus the 
tallest girl becomes partner to the shortest boy, etc. 

5. ''Eye-Spy" Claim. — Have the girls line up behind an old 
sheet in which holes for the eyes have been cut. Nothing must 
show but the eyes. The boys file by, each boy indicating his 
choice after looking into the eyes showing through the sheet. 
The girls come out as they are chosen. If not possible to show 
all the girls at once in this manner, take them in groups. 

6. Blind Choice, or Cupid's Choice. — Have the girls form in a 
circle. Blindfold the boys one at a time. Put the blindfolded 
boy in the center of the circle. Turn him about three times. 
In the meantime the girls have moved in the circle somewhat. 
The blindfolded player is directed to point, which he does in 
any direction he chooses. The girl toward whom he points be- 
comes his partner. 

7. Each boy is introduced to a girl. He writes a description 
of her. These are collected, mixed up, and distributed to the 
boys. Each boy now seeks the lady described on the paper giv- 
en him. 

8. Give the boys the names of States and the girls the names 
of capitals. Let each State find its capital. 



246 PHUNOLOGY. 

9. Give boys names of States and girls nicknames of the States. 
Each State proceeds to locate its nickname: 

North Carolina. Old North State. 
New York. Empire State. 
South Carolina. Palmetto State. 
Ohio. Buckeye State. 
Connecticut. Nutmeg State. 
Delaware. Blue-Hen State. 
New Hampshire. Granite State. 
Vermont. Green Mountain State. 
Pennsylvania. Keystone State. 
Louisiana. Creole State. 
Illinois. Quaker State. 
Indiana. Hoosier State. 
Kentucky. Corncracker State. 
Massachusetts. Bay State. 
Texas. Lone Star State. 
Maine. Pine Tree State. 
Virginia. Old Dominion. 
Tennessee. Volunteer State. 
Iowa. The Hawkeye State. 

10. Give girls names of cities and boys nicknames: 
Cincinnati. " Queen City. 

New Orleans. Crescent City. 

Chicago. Windy City. 

Nashville. Rock City. 

Philadelphia. City of Brotherly Love. 

Pittsburgh. Smoky City. 

Washington, D. C. Capital City. 

Brooklyn. City of Churches. 

Boston. The Hub. 

Louisville. Falls City. 

Rochester. Flour City. 

Springfield. Flower City. 

Cleveland. Forest City. 

Chicago (see three). Garden City. 

St. Louis. Mound City. 

Philadelphia (see five). Quaker City. 

Indianapolis. Railroad City. 

New Haven. City of Elms, 

Detroit. City of Straits. 



PHUNOLOGY. 247 

Lowell (Mass.). City of Spindles. 
Memphis. The Bluff City. 

11. Give boys names of Presidents of the United States and 
girls their nicknames: 

George Washington. Father of His Country. 

John Adams. The Colossus of Independence. 

Thomas Jefferson. The Sage of Monticello. 

James Madison. Father, of the Constitution, 

James Monroe. The Poor but Spotless President. 

John Quincy Adams. Old Man Eloquent. 

Andrew Jackson. Old Hickory. 

Martin Van Buren. Sage of Kinderlook. 

William Henry Harrison. Hero of Tippecanoo. 

John Tyler. First Accidental President. 

James K. Polk. Young Hickory. 

Zachary Taylor. Old Rough and Ready. 

Millard Fillmore. Second Accidental President. 

Franklin Pierce. The Yankee President. 

James Buchanan. The Bachelor President or Old Buck. 

Abraham Lincoln. The Rail-Splitter; The Great Emancipator; 
Honest Abe. 

Andrew Johnson. The Third Accidental President; The Inde- 
pendent President. 

U. S. Grant. Unconditional Surrender; United States Grant; 
The Silent President. 

Rutherford B. Hayes. The Policy President. 

James A. Garfield. The Teacher-President; The Towpath Boy. 

Chester A. Arthur. The Chesterfield of the White House; The 
Fourth Accidental President. 

Grover Cleveland. The Man of Destiny. 

Benjamin Harrison. The Conservative President. 

William McKinley. The Little Major. 

Theodore Roosevelt. Teddy; The Rough Rider. 

William H. Taft. Bill. 

Woodrow Wilson. Woody. 

12. Cut out pictures of men or girls such as appear in style 'X 
books or clothing advertisements. Cut each of these into two 
parts, giving one part to the girls and another to the boys. Have 
them match up for partners. 

13. Write couplets and cut in two so that there will be one line 
on each piece of paper. Give these out, the first halves to girls 
and the second to boys. Let them match for partners. 



248 PHUNOLOGY. 

14. Give each boy and girl a card on which is written the 
name of some animal. The sets given out to the girls are dupli- 
cates of the ones given to the boys. The girls line up on one 
side of the room and the boys on the other. All the boys Imi- 
tate in some manner the animals indicated on the cards. Each 
girl picks out her animal. 



FORFEITS. 

1. Stand umbrella upon end, with hand on the handle. Let go 
the handle, whirl around rapidly, and catch the umbrella before 
it falls to the floor. 

2. Blindfold two persons. Start them from opposite sides of 
the room and tell them to shake hands. 

3. Two persons may be sentenced to put on a blindfold. Feed 
with broken crackers and spoons. 

4. The Knight of the Rueful Countenance. — The knight must 
go to every lady in the room. His squire accompanies him. The 
squire kisses the hand of each lady and then solemnly wipes 
the mouth of the knight after each performance. The knight 
must appear grave, neither smiling nor laughing during the 
round. 

5. Walking Spanish. — Place two hands on cane or umbrella 
as in the Spanish Relay. Put head on hands, and in this posi- 
tion turn three times around the cane. Then walk straight to 
seat. 

6. Sneeze five different ways. 

7. Smile five different ways. 

8. Shake hands with five different persons in five different 
ways. 

9. Laugh five different ways. 

10. Snore five different ways. 

11. Give at once a four-line stanza, rhyming the words "sweet," 
"gold," "feet," "old." 

12. Sing "Mary had a little lamb" a la grand opera. 

13. Walk around the room a la Charlie Chaplin. 

14. Make five different kinds of ugly faces. 

15. Make love to yourself as you would like to have some one 
make love to you. 

16. Get on your knees and propose to the girl next to you. 

17. Give Patrick Henry's famous sentence, "Give me liberty, or 



PHUNOLOGY. 249 

give me death," five times, each time emphasizing a different 

word and making a different gesture. 

word. 

18. Sing "My Country, 'Ti» of Thee," dropping every fourth 

19. Recite "Mary had a little lamb" dramatically. 

20. Bow to the wittiest, make "goo-goo" eyes at the prettiest, 
and kneel to the one you love the best. . 



CHAPTER XX. 

CITY UNION SOCL\LS, INCLUDING PAGEANTS. 

Surprise Stunts. A Writing Game— All Sorts of 

"Eats." Ports. 

A Seasonable Affair. Athletics. 

Birthday Social. Playgrounds. 

Debate. The Booth Festival. 

A Pageant of Nations. The Annual Banquet. 

A Doll Pageant. Picnics and Outings. 

A Demonstration Social. Pageants. 

Singsong. Punch. 



There are four good reasons for City Union socials: 

1. They increase the spirit of good fellowship among the Ep^ 
worth Leaguers of the city. 

2. They tend to develop what we might call esprit de corps, 
that "all-pull-together" spirit that means so much to the union's 
success. 

3. They demonstrate methods of entertaining to our workers. 

4. They enliven the interest in Union meetings. 



SURPRISE stu::ts. 

We know one City Union that made a different Chapter respon- 
sible for some surprise stunt at the close of each monthly meet- 
ing. This feature proved quite popular. 



'EATS." 



Another City Union felt that "eats" were important enough to 
have some sort of refreshments at the close of each monthly 
meeting. Thus on one occasion each person got an apple and a 
pop corn ball; on another, an ice cream cone; on another, it was 
frappe and cake. Nothing elaborate or expensive was attempted. 



A SEASONABLE AFFAIR. 

At one City Union meeting, after the program in the main audi- 
torium, the Leaguers repaired to the Sunday school room. Here 
(250) 



PHUNOLOGY. 251 

they were divided into four groups, according to the season of the 
year in which they were born. 

Each group gathered at its headquarters, all of which were 
decorated appropriately. (See Season Social for January.) 

They then participated in a "yell-'em-up," the standing broad 
smile, the cracker relay, the baby Marathon, and an Italian jazz 
race (blind banana feed). All these stunts are described else- 
where in this book. 



BIRTHDAY SOCIAL. 

One City Union entertained with a big birthday party. Twelve 
tables had been arranged by representatives from twelve differ- 
ent Chapters. Each table represented a month. January was 
a beautiful all-white creation; February featured George Wash- 
ington and Valentine; March, St. Patrick; April, Easter (a show- 
er effect can also be obtained by cutting long thin strips of white 
paper and hanging them over the table); May, Maypole, with 
tiny dolls as the children; June, a profusion of roses; July, pa- 
triotic combinations; August, seashore, using a mirror, sand, 
tiny dolls in bathing suits, toy spades, etc.; September, a paste- 
board schoolhouse, with walk, trees, doll school children, etc.; 
October, Halloween; November, turkey, football; December, 
Christmas. 

Each person was asked to find the table representing the month 
of his birth. Each group was then expected to put on some stunt. 



DEBATE. 

Have a debate between representatives chosen at large from 
the city or between two Chapters. It may be either of serious 
or humorous nature. For instance, we know one City Union that 
debated the question, "Resolved, that old maids are of more 
benefit to the community than old bachelors." 

Some Subjects for Deuate. 

Resolved: That the social side of the Epworth League is of 
equal importance with the spiritual side. 

Resolved: That the Church should urge the shortening by leg- 
islation of the hours of labor for workingmen to the lowest 
practicable point. 



252 PHUNOLOGY. 

Resolved: That home missions are more important than for- 
eign missions. 

Resolved: That wealth is a greater hindrance than poverty to 
the Christian life. 

Resolved: That public utilities, such as street railways, light- 
ing and water systems should be owned and operated by munici- 
palities. 

Resolved: That the railroads should be operated under govern- 
ment ownership. 

Resolved: That the telephone and telegraph systems should 
be operated under government ownership. 

Resolved: That the initiative and referendum should be adopt- 
ed by legislation as a national policy. 

Resolved: That indifference is a greater hindrance to progress 
and reform than active opposition. 



A PAGEANT OF NATIONS. 

There are big possibilities in a Pageant of Nations for a City 
Union. One o£ the larger churches should be selected for this 
social affair. It will really be more of a display than a pageant. 

Attractive booths should be aranged for different nations. For 
instance, there might be an African booth, presided over by 
young men made up as native Christians and a girl in white and 
gold to represent the missionary. An attractive little African 
village display can be secured from Smith & Lamar. 

Japan's booth could be made very attractive with lanterns, 
pink paper cherry blossoms, etc. The young ladies presiding 
over this booth will make themselves up "Japanesey" with ki- 
monos, the use of small fans in the hair, etc. 

China's color scheme would be yellow. Elaborate tunics might 
be fixed up for those who preside over this booth. Possibly you 
could borrow several Mandarin coats from folks in the town. 
The gentlemen should wear skullcaps and pigtails, which could 
be made out of rope blackened and sewed on to the skullcap. 
Mark imitation Chinese characters in large black figures on yel- 
low paper, which decorates the walls of your booth. A few Chi- 
nese lanterns may be used. 

France, England, Italy, Turkey, Russia, and Cuba might be 
represented. 

Of course one booth would represent America, with Columbia, 
Uncle Sam, and a group of soldier boys having charge. 



PHUNOLOGY. 253 

Appoint a general committee to make arrangements and exe- 
cute the plans. This committee will assign to different Chap- 
ters in the Union responsibility for certain booths. 

All the curios possible should be gathered to use in the booth 
displays — charts, posters, neatly arranged pictures, and placards 
set forth striking missionary facts about each country. 

Refreshments may be served at each booth, making a small 
charge to defray expenses, if necessary. ;pach booth would serve 
something in keeping with the country represented. Thus Italy 
could serve bananas; Japan, tea; China, rice cakes; France, 
grape juice. Africa could hand out pretty little Epworth League 
souvenir cards, cut in the shape of the Maltese cross, a bow of 
white and gold ribbon tied at the top, and some facts as to what 
the Epworth Leagues are doing for Africa neatly written or 
printed on them. 

A DOLL PAGEANT. 

A doll pageant is a possibility. The whole affair would be 
carried out after the fashion of the Pageant of Nations, the dolls 
being dressed in native costume for each booth. 



A DEMONSTRATION SOCIAL. 

A demonstration social might be put on as a City Union fea- 
ture for social chairman and their committees. The social 
chairman for the Union would call a preliminary meeting of 
all Third Department superintendents to plan for the social. 
In this meeting the plans would be made just as they should 
be made by social committees for Chapter socials. The City 
Union chairman should seek to impress every one present with 
the importance of using the social committees and demonstrate 
just how it is done. Definite tasks should be assigned each one. 
For instance, there will be a Committee in Charge of Decoration, 
a Committee on Refreshments, a Get-Acquainted and Greeting 
Committee, etc. 

As this social is for the purpose of demonstration, you should 
put on the best one you possibly can. 

The plan may be broadened so as to allow attendance of all 
Epworth Leaguers, not confining It to members of Third Depart- 
ment committees only. Local conditions will govern this. 



254 PHONOLOGY, 

SINGSONG. 

The popularity and use of the community singsong during 
the war suggests big possibilities along that line in times of 
peace. An occasional singsong could be made a big social 
success if a good leader can be secured. Popular songs, the old 
standard favorites, League "pep" songs, and hymns would make 
up a program that would mean a rousing good time. 



A WRITING GAME— ALL SORTS OF PORTS. 

1. What kind of port is suitable for Bolshevists? Deport. 

2. What kind of port is fit for kings? Port Royal. 

3. What kind of port is suitable for fat people? Portly. 

4. What kind of port pleases an Epworth League president? 
Support. 

5. What kind of port tickles a district secretary? Report. 



ATHLETICS. 

A City Union Athletic Association is another possibility. Base- 
ball and basketball leagues could be organized. Each League 
would have its baseball and basketball teams. In a large City 
Union it might be necessary to have several leagues, grouping 
the Chapters by districts. Or there could be one representative 
team from each district. A player's eligibility would be deter- 
mined by membership in the Chapter and attendance upon the 
devotional meeting at least twice a month, 

A tennis tournament could also be arranged to determine the 
champion tennis player in singles as well as to determine the 
champions in doubles Each Chapter would have to conduct its 
own tennis series to determine on its representatives in the tour- 
nament. 

In athletics the Epworth Leagues must stand flat-footed for 
clean sports, and the rivalry, however keen, must be good-na- 
tured, else harm instead of good will result. Adopt "clean sports 
and good-natured rivalry" as your slogan and insist upon them 
as absolutely essential. 

PLAYGROUNDS. 

In a city where there are no playgrounds what better service 
could the City Union perform than to equip and conduct a play- 
ground for the youth of the city? Or, as a next best idea, why 



PHUNOLOGY. 255 

not agitate the matter until the city provides playgrounds? An 
inquiry sent to the Playground and Recreation Association of 
America, New York, will bring whatever information you may 
need. 

THE BOOTH FESTIVAL. 

Some of the City Unions and district organizations of the 
Epworth League of the Methodist Episcopal Church have an an- 
nual affair they call the Booth Festival. The plans for this 
festival revolve around three centers: First, a District Field 
Day, to be held the first Monday in September or at any other 
convenient time; second, some charitable institution, such as a 
Methodist hospital or orphanage, etc., is selected to be the recip- 
ient of the vegetables, fruits, canned goods, etc.; third, prelimi- 
nary preparation in the individual Chapters, including the plant- 
ing and cultivation of gardens, berrying parties, soliciting of fruits 
and vegetables, and preliminary preparation for the athletic 
events on the big Field Day. Attractive booths are fitted up by 
each Chapter, displaying its offering of fruits and vegetables as 
attractively as possible. Or displays may be made by groups of 
Leagues. Ribbon awards may be made for the best displays. 
Sometimes the festival idea has been used in connection with the 
district institute. 

A suggested program for the big Field Day follows: 

9:00 to 10:00. Assembling of Leaguers, bringing fruits, vegeta- 
bles, etc., and arranging them in the booths. 

10:00 to 12:00. Games and contests, races, etc. 

12:00 to 1:30. Picnic dinner and rest hour. 

1:30 to 3:00. Conference on plans for fall work, business ses- 
sion, etc. 

3:00 to 4:30. Baseball between the two best teams in the district. 
Basketball game for girls. 

4:30 to 5:00. Tug of war. 

5:00 to 6:00. Rest. 

6:00 to 6:45. Supper. 

7:00. Singsong, stunts, etc. An address may be used for the 
evening's program if desired. 



THE ANNUAL BANQUET. 

There is much value to the annual banquet idea. Every City 
Union ought to get together in this manner once a year, 



256 PHUNOLOGY. 

An elaborate menu is not necessary, but the program sshould 
be one to arouse enthusiasm to a high pitch. 

It is well to steer clear of long-winded gentlemen. In fact, 
the toastmaster should see to it that every speaker keeps within 
his time limit. Put no one on the program just to tickle his 
vanity. Four or five ten- or fifteen-minute speeches full of "pep" 
and practical ideas are better than three long-winded oratorical 
efforts. One feature speaker may lend strength to your program, 
but even he should be expected to say what he has to say in twen- 
ty or twenty-five minutes. 

Tie the program up to some definite forward movement. The 
banquet ought to furnish the impetus to swing all your forces 
out into line, with every League enthusiastic for the fray. 

Make good use of Epworth League "pep" songs and yells. 
Intersperse the evening's program with spontaneous outbursts of 
this nature. 

PICNICS AND OUTINGS. 

The City Union sould have a big Fourth-of-July picnic, with 
one or two patriotic addresses, some games, fireworks, balloons, 
etc. 

One City Union had a four days' camp at a suitable near-by 
place. Here they lived in real camping style, had some institute 
work on methods every day, possibly a vesper service about the 
camp fire, and a glorious good time for the whole of the week, 
with swinmming, canoeing, fishing, hiking, and kodaking through 
the day and music and games for evening entertainment. 

Linked up w^ith the picnic idea, a City Union could put on a 
big Field Day, with contests of all sorts, races, tennis, baseball, 
etc. 

One City Union, located on a river, has an annual moonlight 
excursion, which is looked forward to as the big social event of 
the summer. It also serves to replenish the Union treasury. 



PAGEANTS. 

The pageant method of presenting truth is one of the most 
effective and beautiful ways discoverable. A City Union could 
put on even elaborate affairs of this nature. 

The Pageant of Methodism Is a pretentious undertaking that 
has been put on successfully by several City Unions. It requires 



PHUNOLOOY. 257 

hard work for successful presentation, but It is very much worth 
while. 

The Pageant of Progress, being a pageant of the Epworth 
League, is a beautiful little affair. It is not so pretentious as the 
Pageant of Methodism and does not require nearly so much work. 
However, it is a very effective presentation of the claims of the 
Epworth League. It was published in the Epworth Era of April, 
1918. 

Portions of the Pageant of Methodism may be used effectively. 
"The Home Missionary Barrel," "The First Missionary to the 
Indians," and other portions will be found useful in short pro- 
grams. 

Missionary pageants are always interesting and helpful. Dem- 
onstrations of the value of these pageants for presenting mis- 
sionary truth in the individual Chapter could be made in the 
City Union meetings. 

The Centenary Conservation Committee is issuing a com- 
pilation of the life plays and pageants used at the Columbus 
Celebration in 1919. By writing to the Central Office informa- 
tion can be obtained on all up-to-date missionary pageants. 

For your convenience we suggest a list of pageants and plays 
that are available: 

The Living Cross. — This symbolizes the making of true Amer- 
icans through the power of Christianity. By H. H. Downey. 
Published by Epworth League, 740 Rush Street, Chicago, 111. 

The Landing of the Immigrants. — This symbolizes the recep- 
tion of foreigners through the port of Galveston, one of the 
gateways through which vast multitudes of Europeans and 
Orientals are passing in order to enter the Southern States. 
Time required, thirty-five minutes. Twenty-four characters. 
By Eleanor Neill. Smith & Lamar, publishers. 

The Striking of America's Hour. — A pageant of Christian lib- 
erty. This pageant made a profound impression at four large 
summer conferences where it was presented. Fifty characters. 
Time, one hour and a half. By Laura Copenhaver. Published 
by United Lutheran Committee, 844 Drexel Building, Philadel- 
phia, Pa. 

A Missionary Musical Pageant. — This is a picture play con- 
trasting the characteristic life of childhood, girlhood, and mother- 
hood of the races of the world. It will require symbolic music, 
verse, and living pictures. Ten or twenty-three characters. 
Time, one hour and a half. By Laura Copenhaver. Published 
17 



258 PHUNOLOGY. 

Woman's Foreign Missionary Society, Presbyterian Church, 501 
Witherspoon Building, Philadelphia, Pa. 

Sunlight or Candlelight. — This describes the visit of a wealthy 
New York girl to a small village in the interior of Japan, This 
visit taught her not only much about Japan, but about Chris- 
tian America. Five characters. By Helen Willcox. 

Waiting for a Doctor. — An interesting dialogue presenting the 
medical needs of different lands. It is to be given by eight girls 
of intermediate age or older. By Mrs. E. C. Cronk. Published 
by Missionary Education Movement, 160 Fifth Avenue, New York. 

Two Thousand Miles for a Book. — An entertainment based on 
the book "Winning the Oregon Country," by Farris. Twelve 
characters. By Helen Willcox. Missionary Education Movement, 
publishers. 

Robert and Mary. — This represents a bit of the courtship of 
Robert and Mary Moffat. (Read "The Moffats," by Hubbard.) 
Fifteen characters. By Anita B. Ferris. Missionary Education 
Movement, publishers. 

Granny of the Hills. — This depicts the sacrifice of "Granny" of 
the mountains in her interest in the education of her grand- 
son. Fifteen characters. By Belle Clokey. Missionary Educa- 
tion Movement, publishers. 

Larola. — This represents an incident in the life of a Hindu 
woman who broke caste to marry a Christian teacher. Eight 
characters. By Helen Willcox. Missionary Education Move- 
ment, publishers. 

Kajundu. — A story of native life in Africa. Fifteen characters. 
By Helen Willcox. Missionary Education Movement, publishers. 

Slave Girl and School Girl. — Simple incidents in the heme life 
of a well-to-do-Chinese bookseller. Both humor and pathos are 
interwoven in the story. Seven characters. By Helen Willcox. 
Missionary Education Movement, publishers. 

Broken Chains. — This represents the romance of a Turkish 
girl who broke the chains of custom for an education and true 
love. Ten characters. By Nellie Dodd. Missionary Education 
Movement, publishers. 

The Heroine of Ava. — The story of the devotion of Mrs. Jud- 
son in Burma during the prison experiences of her husband. 
Twelve characters. By Helen Willcox. Missionary Education 
Movement, publishers. 

The Canvassers and Mr. Brown. — X dialogue on the every-mem- 



PHUNOLOGY. 259 

ber canvass, suited to rural Churches. By Ralph Felton. Mission- 
ary Education Movement, publishers. 

The Test.— A story in blank verse of life among the Moham- 
medans, portraying the strength of character of a Christian mis- 
sionary and a convert. Six characters. By Helen Willcox. Mis- 
sionary Education Movement, publishers. 

The Pilgrimage— A thrilling story of the first day of the 
Moslem pilgrimage to Mecca. It gives a true picture of Moham- 
medanism and the difficulties and dangers of work on "the fir- 
ing line of Christian missions." By Helen Willcox. Missionary 
Education Movement, publishers. 

A Pageant of Democracy.— A patriotic representation of Amer- 
ica as the champion of Christian democracy for all nations. 
Twenty-two characters. By Katherine Mullaly. 

Wang 3Jai/.— The story of a Chinese girl converted to Christian- 
ity. The last scene shows the interior of a Christian hospital 
and gives a clear idea of an excited Chinese mob. Time re- 
quired, one hour and a half. By Dr. J. D. Trawick. Smith & 
Lamar, publishers. 

A Pageant of Brotherhood.— This is to show the interdepend- 
ence of people of all lands. It requires the participation of one 
hundred children and young people from all departments of the 
Church. By Anita Ferris. Missionary Education Movement, 
publishers. 

Livingstone Hero Plays. — Four dramatizations for Juniors of 
"Livingstone Hero Stories," by Susan Mendenhall. By Anita Fer- 
ris. Missionary Education Movement, publishers. 

Native Melodies. — Eight-page pamphlet containing songs in 
the native languages of mission fields, with English translations. 
Words and music. Included are folk songs, chants, hymns, lul- 
labies, etc. Their use introduces a unique feature into mission- 
ary gatherings of any sort. 

The Pageant of Darkness and Light.— The words and music 
of the great pageant given at "The World in Boston," etc. The 
pageant consists of four main parts, which show the triumph of 
the divine light over darkness in the four quarters of the 
earth— the Arctic, Africa, the Orient, and the islands of the sea. 
This pageant can be given only by community effort. A City 
Union might undertake it with success. By John Oxenham. 

Contrasts in Childhood.— A children's pageant first presented 
at the summer school at Northfield, Mass. Directions for pres- 
entation are carefully outlined. One feature is the singing of 



260 PEUNOLOGY. 

"Jesus Loves Me" In the native tongues of India, Japan, China, 
Korea, and Armenia. By Helen Calder. 

The Hour of Waking. — A Chinese pageant by Marion Manley. 
This pageant was one of the most effective produced at the 
Columbus Celebration In 1919. It portrays China as the "Sleep- 
ing Giant," a nation of great potentialities dormant. It is a fine 
dramatic production. 

The City Beautiful. — To be presented at the eighth "World 
Sunday School Conference in Tokyo, Japan, 1920. The best of 
sacred music, Biblical language, and artistic grouping make it 
a specially beautiful and helpful pageant. By H. Augustine 
Smith. 

The Spirit of the Fathers. — A pageant dealing with the his- 
tory of the leaders and founders of the Methodist Church. A 
fine production that could be presented effectively by a City Un- 
ion. The episode on "The Call of the Pagan World" is especial- 
ly fine. By Anita B. Ferris. Each of the parts of the pageant is 
published separately. 

The India Mass Movement Pageant. — This was produced at the 
Columbus Celebration and has been revised for local use. It 
makes a tremendous appeal. At one place thirteen life work de- 
cisions followed its presentation. It is so simple that it can be 
readily produced and is especially adapted to summer confer- 
ence and City Union programs. 

The Seeker. — Produced at Columbus. Suitable for large 
Churches and City Unions. It requires a large number of partici- 
pants and is a real masterpiece. It is a study of comparative 
religions. By Mrs. Fannie McCauley. 

Dinah. — This deals with the early life of the Berbers of North 
Africa. It is simple and yet of sufficient merit to be produced in 
any of the better-community playhouses or large gatherings of 
any nature. A fine dramatic production. By Mrs. Fannie Mc- 
Cauley. 

A Broken "Needle. — An actual experience in Korea dramatized, 
showing how medical missions open the way for the reception 
of the gospel message. By C. T. Collyer. 

Indictment of Christian America. — A mock trial. An enter- 
tainment program in which American Christians are indicted 
for having failed to apply the gospel to their national life after 
having had it for three hundred years. By Charles H. Sears. 

{Note. — Any of the above plays or pageants may be ordered 
of Smith & Lamar, Nashville, Tenn. ) 



PHUNOLOGY. 261 

PUNCH. 
Here Is a recipe that makes a delightful drink: 

Fob One Hundred Persons. 
(In proportion for larger or smaller crowds.) 

4 dozen large lemons. 

1 dozen large oranges. 

2 cans grated pineapple. 

1 quart of grape or loganberry juice. 

5 pounds sugar. 

Add 3 or 4 gallons of water and some ice. 
Maraschino cherries may be added if desired. 



CHAPTER XXL 

BANQUETS. 

Committees. An Indian Banquet. 

A Rainbow Banquet. An Aviation Banquet. 

Japanese Garden Banquet. A Birthday Banquet. 

Football Banquet. Miscellaneous Programs. 
Military Banquet. 



BANQUETS. 

We once heard a speaker, in arguing for Church banquets, 
facetiously remark that, as people sleep in the church, he could 
see no good reason why they should not eat in the church. And, 
after all is said, maybe if there were more eating in the church 
there would be less sleeping. For wisely planned banquets will 
increase the spirit of good fellowship among the members and 
enliven their interest in the affairs of the kingdom. A lively 
interest in the affairs of the kingdom will keep them awake to 
the opportunities for service, which in turn will make them alert 
to catch the message from the pulpit. 

Dr. George R. Stuart says that God turned over to the Church 
four things — namely, doctrine, fellowship, breaking of bread, 
and prayer. The Church held on to the first and last and turned 
fellowship and the breaking of bread over to the sororities and 
fraternities. 

Why not get the Council to eat together once a month, each 
one paying a small sum to defray expenses? A lunch committee 
could take care of all preparations. Or each one could bring 
some sort of picnic lunch, or sandwiches and coffee might be 
served. It is easy to do if you want to do it. ' 

Why couldn't department committees get together in the same 
manner to plan the committee work? What better way could 
you devise to arouse department enthusiasm and good fellow- 
ship? There is only one social committee, but every committee 
ought to he a sociable committee. 

We believe each Chapter or Sunday school should have its an- 
nual get-together banquet. Elaborate menus are not necessary. 
But the value of getting around the banquet table to discuss the 
work of the Master cannot be too strongly emphasized. 
(262) 



PHUNOLOGY. 263 

At these annual afCairs attractive menu cards should be either 
printea or hand-made, if the printing seems too expensive. 



COMMITTEES. 

The following committees should be appointed to take charge 
of certain phases of the work attendant upon getting up an an- 
nual banquet: 

The Menu Committee is a very important one, and this re- 
sponsibility should be in the hands of capable persons. This 
committee must have at least two meetings. In the first meeting 
suggestions on menus are made and discussed, and different ones 
are appointed to see what prices they can get on certain things. 
At the second meeting reports are made and final decision is 
made on the menu, after discussing cost, number likely to be 
present, etc. A definite report on the number to be present 
should be required a day or two before the banquet. 

The Decoration Committee takes care of this important fea- 
ture, making the tables and surroundings as beautiful and at- 
tractive as possible. 

Committee on Table Arrangements. — This committee has the 
job of seeing that enough tables are provided and decides in con- 
sultation with the Committee on Decorations about the arrange- 
ment of the tables. For instance, they may arrange them in the 
shape of a Maltese cross or of the Roman cross, or they may 
form the initial letter of the name of the president of the Chap- 
ter or the pastor, or the initials "E. L." may be formed. 

The Committee on Program and Music performs the important 
function of arranging the program, getting the speakers, music, 
etc. 

A Ticket Committee should be appointed to distribute or sell 
tickets. This committee should be ready to report on the num- 
ber accepting invitations or buying tickets at least a day before 
the banquet occasion. This is absolutely necessary so that the 
Menu Committee will know for how many to prepare. 

The above plan presupposes that the food is to be prepared 
and served by the Epworth Leaguers. 

Another plan is that of getting a local caterer to serve the 
banquet at the church. The same committees would be neces- 
sary as in the first plan, but the duties of the Menu Committee 
would be much lighter. This committee will get prices from sev- 
eral caterers before making its decision. 



264 PHUNOLOGY. 

Still another plan is to hold the banquet at a hotel or other 
banquet hall at so much a plate. In this event the Menu Com- 
mittee gets menus and prices from several hotels before closing 
a contract. 



A RAINBOW BANQUET. 

Let the seven prismatic colors form your color scheme. Make 
a huge rainbow over to one side. Use crepe paper in prismatic 
combination to make long streamers reaching to the tables, etc. 
Have seven speakers on your program for five-minute talks on 
the following themes: 

1. The Violet's Message (fellowship, constancy) or Royal Pur- 
ple (the kingship of Jesus in our lives). 

2. True Blue, or Dark Blue Thoughts (a pessimistic speech that 
will jolt). 

3. Sky Blue, or Across the Blue (missionary special). 

4. Green Leaguers. 

5. Who's Yellow? (Outline of big plans and challenge of big 
job.) 

6. Orange Hopes (vision of possibilities). 

7. Seeing Red (calling for the fighting spirit), or Everything's 
Rosy (an optimistic speech expressing confidence in the out- 
come). 

(Note. — We have suggested two possible themes for most of 
these toasts. Select the ones that suit your purpose best.) 

Or these themes may be used with only four speakers on the 
program: 

1. At the End of the Rainbow. 

2. Some Rain Must Fall. 

3. Silver Linings. 

4. What's Your Color? 



JAPANESE GARDEN BANQUET. 

This banquet was hold on a spacious lawn in the good old 
summer time. The tables were arranged in square formation, 
with a small square table in the cent :r of the inclosure, at 
which sat the toastmaster and speakers. Near this table was 
a post, from the top of which wires ^7erG stretched to the four 
corners of the square. On these wires wcia strung Japanese lan- 
terns. The Japanese effect can also be carried out in the table 
decorations, using Japanese umbrellas, dolls, etc. Tiny Japanese 



PHUNOLOGY. 2G5 

fans may serve as place cards or souvenirs. This idea is just 
as easily adapted to the indoors. 



FOOTBALL BANQUET. 

Here is one for the football season. Tables at either end of 
the room represent the two goal lines. Tables on the sides 
may represent the side lines. Over each of the end tables is 
suspended a goal post, and suspended between the posts and 
just over the bar of one of these goals is a football, representing 
a goal kick. If given in honor of the town's high-school team, 
and it would not be a bad idea to have the Epworth League thus 
honor the lads representing the local school on the gridiron, 
the school colors would furnish the color scheme for your deco- 
rations. The place cards could be of football shape. Topics for 
toasts: 

"Keeping Fit." 

"Hit 'Em Hard." 

"Teamwork." 

"Over the Goal Line." 

"Thoughts on Tackling." 



THANKSGIVING BANQUET. 

The tables are arranged in clover leaf style, with groups of 
three round tables each. On each table is a large cornucopia, 
from which streamers of ribbon (or strings) go to each plate, 
white for the girls and gold for the boys. Each guest pulls 
his or her streamer and finds at its end an English walnut 
shell tied together by a bit of ribbon. Inside is a toast jingle 
to be read to the company. 



MILITARY BANQUET. 

The decorations may include some of the war relics the boys 
brought back from France. A miniature white tent, with paste- 
board soldiers standing guard, may grace the speaker's table. 
Red, white, and blue, of course, will be the color scheme. Small 
American flags might be stuck in apples and these suspended 
above the tables. If croquettes are served, stick a tiny flag in 
each one, or the flags may decorate each dish of ice cream. The 
following toasts might be given: 

"Make It Snappy." 



266 PHUNOLOGY. 

"Camouflage." 
"Keep Step." 
"Over the Top." 
Other suggested topics are: 
"Attenshun!" 
"As You Were." 
"Rest." 

"Can't Get 'Em Up." 
"Taps." 

Sing some of the songs popular during the war and he sure 
to have beans somewhere in your menu. 



AN INDIAN BANQUET. 

Here is a banquet for a fall occasion. Decorate the room with 
branches of trees, shocks of corn, etc. Red will be the color 
scheme for table decorations. On the speakers' table put up a 
miniature tepee with a tiny camp fire (made by the use of a 
small electric globe, some red tissue paper, and a few sticks) 
and an Indian doll. Have some big idea you want to put across 
with a "whoop." Give each girl guest a turkey or chicken feath- 
er to wear in her hair. Each boy should be supplied with a 
cloth band with one feather sewed upright on it. This he is to 
fit on his head and wear during the evening's fun. Have Indian 
music, popular and classic, featured in the evening's program. 
"Indianola" and "My Pretty Rainbow" are types of the popular 
music desirable. "Land- of the Sky-Blue "Water" (Cadman) 
would make a good vocal solo number. "By the Waters of Min- 
netonka" (Lieurance) is another beautiful solo number. Other 
numbers are: "Lullaby" (Lieurance), "A Sioux Serenade," and 
"Aooah" (Love Song). Suggested topics for toasts are as follows: 

"Camp Fire Meditations." 

"Heap Much Pep." 

"The War Cry." 

"No Talk 'Em, Do 'Em." 



AVIATION BANQUET. 

Here is another possibility. Use plenty of toy balloons in 
decorating. Borrow several miniature aeroplanes to place on 
elevations on the tables or to suspend over them. Sky blue and 
white should be the color scheme. Suggested topics for toasts 
are: 



PHUNOLOGY. 367 



"Flying In Formation." 
"More Gas." 
"Hitch to a Star." 
"A Successful Flight." 
"Give Her the Gun!" 



BIRTHDAY BANQUET. 

Have twelve tables, each decorated appropriately lor one of 
the months of the year. Celebrate the birthday of the local Chap- 
ter in this manner. 

Still another birthday idea is to observe the anniversaries as 
they are observed for weddings, thus having a wooden anniver- 
sary, for instance, on the fifth birthday of the i^eague, with 
toasts on "Wooden Heads," "Great Oaks," "Wood You?" etc. 
These aniversaries are as follows. 

First year. Cotton. 

Second year. Paper. 

Third year. Leather. 

Fifth year. Wooden. 

Seventh year. Woolen. 

Tenth year. Tin. 

Twelfth year. Linen. 

Fifteenth year. Crystal. 

Twentieth year. China. 

Twenty-fifth year. Silver. 

Thirtieth year. Pearl. 

Then there might be a Washington's Birthday Banquet, or a 
Harvest Home Banquet, or a New Year's Banquet, or a banquet 
for any of the holidays. A Bluebird Banquet is another possi- 
bility. 

Some topics used in banquet programs are given with the 
thought that they might prove suggestive. Be sure always to 
let the speakers you invite know just what you expect of them. 
Drive at some definite purpose in each banquet occasion. 

Program: No. 1. 
"Seeing Things." 

"Sparks from a Leaguer's Anvil." 
"Time Is Fleeting." 
"Listen to Me." 



268 PHVNOLOGY, 

Program No. 2. 

"Heroes of Early Methodism." 
"Telltale Shadows." 
"Pulling Together." 

Program No. 3. 

(Washington's Birthday.) / 

"Wha'd'ye Mean Possibilities." 
"Quitcher Kickin'." 
"Building Air Castles." 
"Ax Me." 
"Just Twigs, That's All." 

Program No. 4. 
"Soaring." 
"The Challenge." 
"Speed Away." 
"The Tie That Binds." 

Program No. 5. 
"Love of Youth." 
"Joy of Being a Leaguer." 

"Why I Should Like an Epworth Leaguer for a Wife." 
"Loyalty." 
"Beauty." 

Program No 6. 

(Projecting a Building Campaign for a Men's Class.) 

"Men and Money." 
"Yucan Town." 
"Brick and Mortar." 

Program No. 7. 

(Using the automobile idea in two of the themes.) 

"Yes, We Did." 

"In High." 

"Blowing Bubbles." 

J'The Semaphore." (Stop! Go!) 



CHAPTER XXII. 

PLAYS, CANTATAS, AND OPERETTAS. 

The play of children testifies to the naturalness of the dramat- 
ic instinct. Playing house, store, church, conductor, horse, In- 
dians, school, circus, etc., are all of imitative and dramatic 
nature. For the Church to ignore this instinct would be unwise, 
to say the least. 

The drama was born in a religious atmosphere. "The Greek 
drama," say Beegle and Crawford in "Community Drama and 
Pageantry," "took its rise in village and folk ceremonial festi- 
vals in honor more particularly of the god Dionysus. . . . 
Even down through the period of the great dramatists ^schylus, 
Sophocles, and Euripides, drama was still a religious ceremony." 

The same thing was true in England and France, where the 
drama found its beginning in the old miracle and mystery plays 
of the Church. 

It was when the drama was taken out of the Church and com- 
mercialized that it became a source of evil mixed with the good. 

The popularity and use of pageants and life plays indicate 
that the Church is again awakening to the value of the drama in 
presenting its truths. It also indicates a healthy interest in the 
moralizing and development of the dramatic instinct in its young 
people. The value of plays, pageants, and cantatas may be stated 
briefly as follows: 

1. They give the young people a chance to exercise the natu- 
ral dramatic instinct under the proper direction, thus forfending 
them against its perversion. 

2. Plays, pageants, and cantatas that employ large numbers 
of young people in their production have a wonderful value in 
awakening and developing the spirit of good fellowship. The 
social value of such affairs cannot be overestimated. 

3. They develop teamwork. The young people get the spirit 
of pull-..g together in big undertakings. 

4. They draw into the circle of the Church's Influence young 
people who might not be so easily attracted in any other way. 
Wo speak from personal experience. It was when an Interme- 
diate League put on the "Merry Milkmaids," and some one in- 

(269) 



270 PHUNOLOGY. 

vited him to take part, that the writer became interested In 
Epworth League work in earnest. He discovered what a fine, 
jolly bunch the Epworth Leaguers were and joined their Chap- 
ter. Later came conversion, joining the Church, and a deep in- 
terest in the work of the kingdom. 

5. Pageants and life plays present truth in the most effective 
manner. There is real educational value in dramatic presenta- 
tions. 

We suggest a list of classified plays, cantatas, and operettas 
for the sake of those young people who desire suitable entertain- 
ments of this sort. 

Operettas, Musical Comedies. 

The Old So7igs. — A musical sketch in one act, by Catherine 
Fuller. Thirteen males, ten females. Time, fifty minutes. Cos- 
tumes, partly modern, partly time of our fathers and grandfa- 
thers. Penn Publishing Company, 925-927 Filbert Street, Phil- 
adelphia, Pa. 

Bonnyhell, or Cinderella's Cousin. — Musical play for young peo- 
ple and children. Seven principal characters, knights, ladies, 
attendants, etc. Time, one hour. Libretto by Emma C. Vogle- 
song, music by W. C. Farrar. T. S. Denison & Co., 154 West Ran- 
dolph Street, Chicago, 111. 

The Captain of Plymouth. — A comic opera in three acts. Ten 
male and nine female speaking parts, with any number for cho- 
rus work. Founded on "The Courtship of Miles Standish" and 
proclaimed the best amateur comic opera on the market. By 
Seymour S. Tibbals and Harry C. Eldridge. Eldridge Entertain- 
ment House. Right of presentation can be secured by purchase 
of 15 copies. 

Pocahontas. — Musical burlesque in two acts. Five males (and 
chorus of braves), John Smith, John Rolfe, Mahogany, a gentle- 
man of ebony finish; two females, Pocahontas and Ann Eliza 
Brown. The old story of Pocohontas done in laughable fashion. 
By Welland Hendrick. T. S. Denison & Co. 

Pocahontas. — A comic opera for amateurs, based on the well- 
known story. Plenty of clean fun and singable music. Five 
males, five females, and chorus. By Edmonds and Johnson. El- 
dridge Entertainment House. 

Merry Milkmaids. — An easy and popular amateur operetta. 



PHUNOLOGY. 271 

Large caste. Plays whole evening. Costuming easy. By Charles 
H. Gabriel. Eldridge Entertainment House or Fillmore Music 
House, 528 Elm Street, Cincinnati, Ohio. 

Pauline. — Another easy and very popular operetta. Six te- 
males, twelve males, and chorus. Plays whole evening. By 
Charles H. Gabriel. Eldridge Entertainment House or Fillmore 
Music House. 

The Realm of Time. — Musical allegory. Introduces the months, 
seasons, the muse of history, etc. Adapted to popular airs. May 
introduce characters as desired, from ten to twenty. Introduces 
the months. Father Time, Fairy Queen, Goddess of Liberty, sol- 
diers, etc. Time, forty minutes. By Nettie H. Pelham. T. S. 
Denison & Co. 

Miss Cherry Blossom. — A snappy new operetta. Japanese set- 
ting. Plays whole evening. By M. Dodge and J. Dodge. El- 
dridge Entertainment House. Ten copies of score and libretto 
must be purchased. 

The Treasure Hunters. — A comic operetta in two acts. Ten 
singing characters. Complete directions in the score. Costum- 
ing and staging easy and picturesque. Plot full of vim and hu- 
morous. Time, two hours. By J. S. Fearis. Eldridge Enter- 
tainment House. 

Yokohama Maid. — A sparkling Japanese opera. Six males, 
five females, and chorus. By Arthur Penn. 

Indian Days. — Musical comedy. Five males, two females, and 
chorus of braves and Indian girls. Time, one hour. Complete 
directions for staging, costumes, etc. Book and lyrics by T. L. 
Sappington, music by Henry B. Vincent. T. S. Denison & Co. 

The Corner Drug Store. — Musical comedy. Seventeen males, 
fourteen females. Time, one hour. Songs and special numbers 
can be introduced, if desired. By Harry L. Newton. T. S. Deni- 
son & Co. 

The New Minister. — Musical entertainment. Eight males, five 
females, and chorus, including Ladies' Aid, Old Maids' Club, etc. 
By W. T. Bingham and Arthur Radcliffe. Bingham-Radcliffe Com- 
pany, Millville, N. J. Right of performance granted on purchase 
of one dozen copies. 

Singbad, the Sailor. — An up-to-date comic opera for amateurs. 
By Alfred G. Walthall. Fillmore Music House, 528 Elm Street, 
Cincinnati, Ohio. 



272 PHUNOLOGY. 

The Church Fair. — A musical comedy. Four males, eight fe- 
males, and chorus. By Edith Tillotson and Ira B. Wilson. Lo- 
renz Publishing Company 216 West Fifth Avenue, Dayton, Ohio. 

The Suffragettes. — A musical comedy. Seven males, ten fe- 
males, and chorus. By Harriet D. Castle and Ira B. Wilson. Lo- 
renz Publishing Company, Dayton, Ohio, 

A Tale of a Hat — A musical comedy. Bringing out the humor- 
ous possibilities of a choir rehearsal. By Carrie B. Adams. Lo- 
renz Publishing Company. 

Those Good Old Times. — A musical comedy. A take-off on the 
old-fashioned preacher's donation party and the old-time singing 
school. Many old-time songs and rounds are introduced. By 
Harriet D. Castle and E. S. Lorenz. Lorenz Publishing Com- 
pany. 

In Days of Yore. — An abridged edition of "Those Good Old 
Times," omitting the donation party entirely. Lorenz Publish- 
ing Company. 

Song Tournament. — A cantata introducing the characteristic 
music of different nations. The idea, a competition of different 
nations, musically, but all uniting at last under the "Stars and 
Stripes" in a grand finale. By George F. Root. The John Church 
Company, Cincinnati, Ohio. 

San Toy. — A Chinese musical comedy. By Sidney Jones. The 
John Church Company. 

Fifteen Miles to Happytown. — A musical play in which Dew- 
berry Green agrees to take the delegates to the county conven- 
tion in his new sight-seeing auto. Easy to arrange on any plat- 
form. By W. T. Bingham. Bingham-Radcliffe Company, Mill- 
ville, N. J. 

The Land of Promise. — A musical play containing many hu- 
morous situations. Fourteen musical numbers, including "The 
Church of My Dreams" and "The Land of Promise." By W. T. 
Bingham. Bingham-Radcliffe Company. 

The Mikado. — This opera is a classic of its kind and is not too 
difficult for amateurs. By Gilbert and Sullivan. Any up-to-date 
music dealer can secure it for you. 

Drama and Comedt. 

The Sniggles Family. — Nine females. Twenty minutes of fun. 
By Ruth Alden. Penn Publishing Company, 925-927 Filbert 
Street, Philadelphia, Pa. 



PHUNOLOGY. 273 

The Church Bazaar at Mulberry Corners. — Nine males, twelve 
females. One scene. Time, forty-five minutes. By Ward Mac- 
auley. Penn Publishing Company. 

The Packing of the Home Missionary Barrel. — Ten females. 
Time, thirty minutes. By Mrs. H. A. Hallock. Penn Publishing 
Company. 

DeestricJc Skule of Fifty Years Ago. — An old favorite. By Mrs. 
M. H. Jaquith. Penn Publishing Company. 

Si)inste7's' Convention. — Twelve to twenty females and two 
males. An evening of refined fun. Penn Publishing Company. 

The Old Maids' Cluh. — Comic entertainment in one scene. Two 
males, sixteen females, Tim, one hour and a half. By Marie 
Butterfield. T. S. Denison & Co., 154 West Randolph Street, Chi- 
cago. 111. 

The Old School at Hick'ry Holler. — Twelve males, nine females. 
Comic enteretainment in three scenes. Time, one hour and a 
quarter. By Lutie FitzGerald. T. S. Denison £: Co. 

Fun on the Podunk Limited. — Nine males, fourteen females. 
Can be played by less number if desired. The scene shows the 
interior of a railway coach. It can be easily set on almost any 
platform, and full description, with illustrations showing the 
manner of arranging the stage, are given. The farmer and fam- 
ily, grandpa and grandma, woman with bundles, Susie Olson, a 
Chinaman, etc. Time, one hour and a half. By Mayme Riddle 
Bitney. T. S. Denison & Co. 

Mirandy's Minstrels. — A female minstrel entertainment. A 
complete ladies' minstrel show, full of novel ideas for costumes, 
finale, etc. Contains jokes, gags, crossfire monologues, and stump 
speeches. Ends in a laughable farce, "Mrs. Black's Pink Tea," 
for ten female characters. By Sophie Huth Perkins. T. S. Deni- 
son & Co. 

The Birds' Christmas Carol. — Seven males, eleven females, 
mostly children. Full stage directions are included, and a royalty 
of from $5 to $10 is demanded. By Kate Douglas Wiggin. El- 
dridge Entertainment House, Franklin, Ohio. 

A Christmas Carol. — Dramatized from Dickens by G. M. Baker. 
Adapted to one interior scene and introducing tableaux, music, 
etc. Six males, three females. Time, one hour. Easily arranged. 
Eldridge Entertainment House. 

At the Court of St. Valentine. — For five principal characters 



274 PHUNOLOGY. 

and numerous other minor characters. Can be used by adults or 
children or both. Time, forty-five minutes. Introduces St. Val- 
entine, Court Jester, Queen of Hearts, the Fairy Love, etc. By 
Elizabeth M. Cuptill. Eldridge Entertainment House. 

Sewing for the Heathen. — Nine ladies. Time, forty minutes. 
By Walter Ben Hare. Eldridge Entertainment House. 

Mrs. Tuhbs of Shantytown. — Comedy-drama in three acts. 
Four males, seven females (five are children). Time, two and 
a quarter hours. Mrs. Tubbs is a philosopher, and cheerfulness 
is her creed. By Walter Ben Hare. Eldridge Entertainment 
House. 

Hiaicatha. — Dramatization of Longfellow's masterpiece. Com- 
plete description of costumes, with illustrations, complete stage 
directions, Indian music, and other details. Time, one hour. 
Eldridge Entertainment House. 

The Cricket on the Earth. — From Dickens's story. Three 
acts. Time, tv/o hours. Six males, seven females. By Smith. 
Penn Publishing Company. 

The Thread of Destiny. — Comedy-drama of the Civil War in 
three acts. Nine males, sixteen females. Time, two and a half 
hours. Negro characters supply excellent comedy. By Lindsey 
Barbee. T. S. Denison & Co. 

Down in Dixie. — Civil War play in four acts. Eight males, 
four females. Time, two and a half hours. Plenty of action and 
wholesome comedy. By Charles Townsend. T. S. Denison & Co. 

An Old-Fashioned Mother. — The dramatic parable of a mother's 
love in three acts. Six males, six females. Also the village choir 
or quartet and a group of villagers. Time, two and a quarter 
hours. By Walter Ben Hare. T. S. Denison & Co. 

Jones vs. Jinks. — A mock trial in one act. Fifteen males, six 
females. Time, one hour. By Edward Mumford. Penn Publish- 
ing Company. 

The Case of Smythe vs. Smith.— A mock trial in one act. Eight- 
een males, two females. Time, one hour. An amusing breoch- 
of-promise suit. By Frank Dumont. Penn Publishing Company. 

The Sky Riders. — A comedy in three acts. Four males, three 
females. Time, two hours. An aviation farce. By Thomas L. 
Marble. Penn Publishing Company. 

She Stoops to Conquer.— A comedy in three acts. Seven males, 
three females. Time, two and a half hours. A standard English 



PEUNOLOOY. 275 

comedy distinguished by purity of tone and keenness of wit. By 
Oliver Goldsmith. Penn Publishing Company. 

Answering the Phone. — Three females. Time, twenty minutes. 
An Irish maid furnishes some fine comedy. By Elizabeth Gup- 
till. 

Mitsu-Yu Nissi, or the Japanese Wedding. — Play of Japanese 
life in three acts. Six males, six females, servants, etc. Cos- 
tumes, Japanese. Scenes: Interior of Japanese house and the in- 
terior of a small Buddhist temple. A striking, novel, and pop- 
ular entertainment. T. S. Denison & Co. 

Wax Figger Shoio of Mrs. Jarley. — Mrs. Jarley explains each 
"figger," which is represented by a living person. Fine oppor- 
tunity for local hits. T. S. Denison & Co. 

Deacon Diihhs. — A rural comedy in three acts. Five males, 
five females. Time, two and a quarter hours, A play of pathos 
and clean-cut comedy. The part of the kind-hearted, wise old 
deacon is the star role. A country boy, Swedish hired girl, and 
an old maid furnish rich comedy. A male quartet and crowd of 
villagers will add to the success of the play. A country auction, 
a country wedding, and a country husking bee. By Walter Ben 
Hare, Eldridge Entertainment House, Franklin, Ohio, 

Popping the Question. — A farce in one act. Two males, four 
females. Time, forty minutes. By J. B. Buckstone. Eldridge 
Entertainment House. 

Hunker's Corner. — Three scenes. Twelve males, fourteen 
females. Plays two hours. The scene is a country store and 
post office. The characters range from Bill Hunkers and his 
darky boy Tob to stylish city automobilists. By Adelaide H. 
Wyeth, Eldridge Entertainment House. 

Trelawney of the Wells. — Comedy in four acts. Ten males, 
eight females. Time, two and a half hours. Costumes, 1860. For 
many years the author has been acknowledged the first English- 
speaking dramatic author, and he is one of the very few dram- 
atists whose plays are valuable for their literary qualities as well 
as for their dramatic worth. By Arthur W. Pinero. Penn Pub- 
lishing Company. 

The Rivals.— Comedy In five acts. Eight males, four females. 
Time, two and a half hours. Powder costumes. A »tandard 
play that ii always popular. By R. B. Sheridan. 



276 PHUNOLOGY. 

Biblical Dramas and Cantatas. 

Queen Esther. — A classic drama in three acts. Five males, 
five females, and as many others as desired. Time, one hour. 
Eldridge Entertainment House, Franklin, Ohio. 

Ruth. — Biblical drama in three acts. Seven males, three fe- 
males. Can be played by four males with easy double. Bridal 
guests and virgins. Time, one and three-fourths hours. Scenes, 
an Oriental interior and a garden; but it may be given in any 
church or room. Complete description of costumes and detailed 
stage directions. By Annabel Lawrence. Eldridge Entertain- 
ment House. 

Ruth, the Gleaner. — A musical drama in five acts. Six males, 
eleven females, and chorus. By J. A. Butterfield. The John 
Church Company, Cincinnati, Ohio. 

Joseph 171 Egypt. — Biblical drama in five acts. Twenty-three 
males, two females. The story cf Joseph and his brethren dram- 
atized in blank verse, with several music numbers. Time, one 
hour. By T. G. Crippen. Penn Publishing Company. 

Queen of Sheha. — Biblical drama in three acts. Fifteen fe- 
males. The part of King Solomon may be taken by a young lady 
if desired. Time, one hour. By C. F. Hanssen. Penn Publishing 
Company. 

Datvn of Redemption. — Christmas play in four acts. Fifteen 
males. A clever plot and interesting dialogue interspersed with 
vocal and piano selections. Time, one hour. By Elizabeth Fold- 
ing. Penn Publishing Company. 

Maccabees. — Biblical drama in three acts. Twelve males. An 
effective dramatization of events at the time of the massacre of 
the people of Jerusalem and the fiight of Mattathias with Judas 
Maccabeus and his other four sons. Time, two hours. By Mar- 
in de Boylesve. Penn Publishing Company. 

Jephthah and His Daughter. — A dramatic cantata in three acts. 
Eight males, seven females, and a chorus of soldiers, heralds, 
maidens, etc. By Phin G. Hall, The John Church Company. 

Joseph. — A three-scene play for children (twelve to fourteen 
years of age). Seventeen boys. By F. H. Swift. Order of Smith 
& Lamar, Department of Sunday School Supplies, Nashville, 
Tenn., Dallas, Tex., or Richmond, Va. 

Queen Esther. — A dramatic cantata by Bradbury. Eldridge En- 
tertainment House. 



PHUNOLOGY. 277 

Saul, King of Israel. — A dramatic cantata of merit. The char- 
acters are: Saul, bass; David, tenor; Michael, alto; Witch or 
Endor, contralto; Samuel, baritone; Jonathan, tenor; Abigail, 
soprano; Messenger of Comfort; chorus of witches, soldiers, her- 
alds, etc. Libretto by Judge W. B. Perkins and Charles H. Ga- 
briel. Fillmore Music House, 5£3 Elm Street, Cincinnati, Ohio. 

Tableaux of the Virgins. — With descriptive songs prepared by 
Miss Ermine Owen and J. R. Murray. The Scriptural story of 
the ten virgins is graphically set forth. Among the musical 
numbers will be found Root's "Behold, the Bridegroom Cometh!" 
and Tennyson's "Too Late." Time, ten or fifteen minutes. The 
John Church Company, Cincinnati, Ohio. 

David, the Shepherd Boy. — Cantata by George F. Root. Words 
by H. Butterworth. 



CHAPTER XXIII. 

EPWORTH LEAGUE SONGS. 

MOTTO SONG. 
(Tune: "Love Divine, All Loves Excelling.") 
"All for Christ," our chosen motto, 

We will wear it loyally. 
"All for Christ," we'll sing his praises, 

Down before him bow the knee; 
He's our Leader, him we'll follow, 

Always faithful, kind, and true, 
Ever unto others doing 

Just as he would have us do. 

"All for Christ," his love we'll tell it, 

How he died that all might live. 
"All for Christ," to poor and needy 

Of our bounty will we give. 
Lowly here he walked among us. 

Healed the sick and led the blind; 
Christ, for all the blessed example, 

Christ, the friend of all mankind. 

"All for Christ," with humble spirit, 

Daily wisdom would we ask; 
"All for Christ," so may he teach us 

How to well perform each task; 
And when all of life is over. 

And we leave this world of sin, 
"All for Christ" we'll reach the portal; 

"All for Christ" we'll enter in. 

— Worrel L. Irvin. 



ONWARD, EPWORTH LEAGUERS! 

(Tune: "Onward, Christian Soldiers.") 

"Onward, Epworth Leaguers!" 

This our battle cry; 
"All for Christ," our motto: 
Lift our banner high. 
X278) 



PHUNOLOOY. 279 

Sin shall be defeated 

By this mighty throng; 
We shall win this battle; 

This shall be our song. 

Chorus. 
"Onward, Epworth Leaguers!" 

This our battle cry. 
"All for Christ," our motto; 

Lift our banner high. 

We are lifting others 

As we tread the way, 
Telling of the Saviour 

Cleansing sin away. 
He who is our Captain 

Leads us by the hand, 
From a world of sin and strife 

To a better land. 

Hear us, then, O people, 

As we march along, 
Raising loud our voices 

In our glorious song. 
We shall be united 

At God's own right hand ; 
Swell the chorus loud and long 
' Through the happy land. 

— Epworth Era. 



LOYAL EPWORTH LEAGUERS. 
(Tune: "Let the Lower Lights Be Burning.") 

We are loyal Epworth Leaguers; 

Come and join our happy band, 
And we'll make your path grow brighter 

As we march to Canaan's land. 

Chorus. 
We're a band of Epworth Leaguers; 

"All for Christ" our motto be, 
And by grace we pray he'll guide us 

Over life's tempestuous sea. 



280 PHVNOLOGY. 

Have you heard the voice of Jesu» 

Whispering softly unto you: 
"Fields are white and harvest ready, 

But the laborers are few"? 

Then be up, O Epworth Leaguer, 
Heart to heart and hand in hand; 

Try to win a soul for Jesus; 
y/Q must work at his command. 

— Epworth Era. 



STAND UP, EPWORTH LEAGUERS. 
(Tune: "Webb.") 

Stand up, stand up for Jesus, 

Ye Epworth Leaguers true; 
Stand still ere you go forward 

That he may speak to you. 
Then standing firm and steadfast. 

In perfect liberty, 
We'll stand till every nation 

Shall his salvation see. 

Speak out, speak out for Jesus, 

Ye Epworth Leaguers bold; 
The sweet old gospel story 

More precious is than gold. 
Then speak a word for Jesus 

And praise his name in song; 
*Twill cheer some weary brother 

The way of life along. 

March on, march on for Jesus, 
Ye Epworth Leaguers brave; 
"All for Christ," our motto. 

There are souls that we may save. 
March valiant into battle. 

Though Satan's hosts appear; 
If God be ever for us. 

We've nothing more to fear. 

— Literary Leaves. 



PHUNOLOGY. 281 

EPWORTHIAN SONG. 
(Tune: "Maryland, My Maryland.")] 

Epworthlans, Epworthlans, 

O lift your voices strong and true;" 
Epworthlans, Epworthlans, 

Faithfully every service do. 
The world's in need, it's dark and drear, 

Epworthlans, O will you hear 
The Master calling, sweet and clear :^ 

Lovest thou me, Epworthlans? 

Epworthlans, Epworthlans, 

Give unto him thy days of youth;] 
Epworthlans, Epworthians, 

Valiantly battle for his truth. 
Fair maidens in thy purity. 

Young men, whose strength he gave to thee. 
The Master calleth, "Follow me," 

Follow thou me, Epworthians. 



BE TRUE TO JESUS. 
(Tune: No. 207, Methodist Hymnal.)! 

Be true, be true to Jesus, 

His every call obey; 
O give yourself in service, 

let him have his way. 
Arrayed against us Leaguers 

Do mighty hosts enlist, 
But we shall win the battle. 

For we are leagued with Christ. 

Be true, be true to Jesus, 

Go work in every clime. 
That we may surely hasten 

The fullness of the time 
When unto him all nations 

Shall lift their glad acclaim 
And, shouting loud hosannas, 

Shall praise Messiah's name. 

— Havelin T. Strout. 



282 PHUNOLOGY. 

LEAGUE BATTLE SONG. 

(Tune: "Battle Hymn of the Republic") 
^ 0, we've a mightj- army here, 
A strong and youthful band; 
We've enlisted in a service, 

With the Saviour in command; 
For love, for peace, and loyalty, 
For right we take our stand, 
As we go marching on. 

Chorus. 
Glory, glory, hallelujah! 
Glory, glory, hallelujah! 
Glory, glory, hallelujah! 
Our League is marching on. 

"All for Christ" our motto is, 

And "Look up, lift up" too; 
We'll bear it up in every strife 

And valiant be and true; 
We'll make this old world better, 

And our strength we will renew. 
As we go marching on. 

We've hoisted up our banners 
To the breezes everywhere; 
They're floating out o'er every clime. 

In North and Southland fair; 
Our command is ever "Onward," 
And our watchword, it is "Prayer," 
As we go marching on. 

— Literary Leaves. 



WITH GOOD WILL DOING SERVICE. 
(Tune: "One More Day's Work for Jesus.") 
With good will doing service, 
That "All for Christ" may be. 
Till every nation. 
In consecration, 
The King in glory see. 
By every tongue 
His wondrous praise be sung. 



PHUNOLOGY. 283 

Refrain. 

With good will doing servlct, 
With good will doing service, 
With good will doing service, 
That "All for Christ" may be. 

With good will doing service, 
How sweet the work is then! 

With hearts full swelling, 

And tears upwelling, 
We tell his love to men:. 
He so loved me 
To die on Calvary. 

With good will doing service, 
The price of victory, 

Our burden-bearing, 

His cross thus sharing, 
Our gladsome service be. 
Lord, keep me true 
That I this work may do. 

— Havelin T. Strout. 



THE WHITE AND THE GOLD. 
(Air: "Red, Write, and Blue.") 

Our League is an army advancing 

To war against the hosts of sin; 
Wherever the sunlight is glancing, 

The battle for Christ we will win. 
We're soldiers enlisted forever, 

In his service our names are enrolled; 
Our banners wave for vict'ry ever, 

Our colors are the white and the gold. 

Chorus. 

When borne by the white and the gold. 
When, borne by the white and the gold, 

Our banners wave for vict'ry ever, 
When borne by the white and the gold. 



284 PHUNOLOGY. 

We are treading the way of salvation, 

With righteousness our armors shine; ■ 
The bugle calls from every nation, 

New volunteers fall into line. 
We'll weary in the conflict never, 

In summer's heat or winter's cold; 
Our banners wave for vict'ry ever, 

When borne by the white and the gold. 

Our Captain leads on before us. 

Trusting in him we'll onward go; 
With love's great ensign waving o'er us, 

We'll bravely march to meet the foe. 
Our League stands for mighty endeavor, 

Our soldiers are loyal and bold, 
Our banners wave for vict'ry ever, 

When borne by the white and the gold. 

— Maud B. Little. 



AFRICA FOR CHRIST. 
(Tune: "Loyalty to Christ.") 

We were late to take our stand 

In Africa's dark land, 
For Africa, Africa, Africa for Christ; 

But now we're moving on. 

We'll all take up the song 
Of Africa, Africa, Africa for Christ. 

Chorus. 

On to Africa! On to Africa! 
On to Africa we'll go! 
We'll lend a helping hand 
To win that darkened land 
Of Africa, Africa, yes, Africa for Christ. 

come, ye brave and true, 

There's work for you to do 
For Africa, Africa, Africa and Christ. 

Let all obey the call 

And lift the dreadful pall 
For Africa, Africa, yes, Africa for Christ. 



PHUNOLOGY. 285 

There comes to you and me, 

From far across the sea, 
For Africa, Africa, Africa for Christ, 

A call to give or go; 

For all may help, you know, 
"Win Africa, Africa, Africa to Christ 

While some are far away. 

And some among us stay, 
Yet Africans, Africans, Africans are Christ's. 

No matter where they live, 

To them we'll go and give, 
For Africans, Africans, Africans are Christ's. 

— Stella Womack. 

NORTH GEORGIA CONFERENCE SONG. 
(Tune: "Columbia, the Gem of the Ocean.") 

O ye Leaguers, the hope of the future, 

Ye band that's so loyal and true, 
The pride of the Church's fond nurture, 

A world asks salvation through you. 
Thy mandates make heroes assemble. 

Where the story of Christ must be told; 
Thy banners make Satan to tremble 

When bearing the white and the gold. 

Where sin wages wide desolation 

And threatens our Christ to betray, 
The hope of the nation's salvation, 

Ye Leaguers, come swift to the fray. 
With the cross of the Saviour before us. 

Where so proudly you carry his name, 
With the white and the gold floating o'er us, 

"All for Christ" be our motive and aim. 

The cross of the Saviour bring hither, 

'Fore the Church's true sons let it move; 
May souls it has saved never waver. 

Nor hearts cease to thrill at its love! 
May our trust in Jehovah ne'er falter! 

But firm in our faith we will hold 
The cross of the Saviour forever, 

Th© boast of the white and the gold. 

■^Augusta Radford. 



286 PEUNOLOGY. 

JUNIOR LEAGUE SONG. 

(Tune: "Old Black Joe.") 

Bright are the days that the future for us holds; 
"Love, serve, obey" are the watchwords of our folds. 
Keeping our pledge is the purpose of our days, 
And "All for Christ" the secret spring of all our praise. 

Chorus. 

Juniors, our Juniors, 

May your purpose never fail. 
For r'hrist to work and ne'er to shirk; 

To him all hail! 

The gold and the white are for worth and purity; 
More like the Christ we're striving hard to be. 
Lend us your prayers, and we'll conquer every foe; 
We will not take a backward step, but forward go. 

Faithful and true is the Junior Epworth band. 
Learning jto work for a purpose great and grand, 
Learning to lead; and with leaders brave and strong, 
We'll soon recruit the Senior League, a happy throng. 

■■ — Lallie Dorsey. 



JUNIOR CONSECRATION HYMN. 

(Tune: "Just As I Am, Without One Plea.") 

Just as I am, thine own to be. 
Friend of the young, who lovest me. 
To consecrate myself to thee — 
O Saviour dear, I come, I come. 

In the glad morning of my day, 
My life to give, my vows to pay, 
With no reserve and no delay. 
With all my heart I come, I come. 

I would live ever in the light, 
I would work ever for the right, 
I would serve thee with all my might — 
Therefore to thee I come, I come. 



PHUNOLOGY. 287 

Just as I am, young, strong, and free, 
To be the best that I can be, 
For truth and righteousness and thee, 
Lord of my lite, I come, I come. 

— Primary and Junior Hymnal, ly permission of Heidelberg 
Press. 

THE TRUMPET CALL. 

(Tune: "Hold the Fort.") 

Epworth Leaguers, strong and mighty. 

Rally round the cross; 
Thousands are now with you marching. 

And not a battle lost. 

Chorus. 

"All for Christ, our great Commander," 

Rings the trumpet call; 
"Thine we are and thine forever," 

Let us answer all. 

Come, ye Christians, young and joyous, 

Rally for the right; 
God is calling for your service. 

Enter now the fight. 

Where the bloodstained banner waveth, 

Rally for our King, 
'Till your courage, all undaunted, 

Victory shall bring. 

When our cause Feems almost failing. 

Rally for your God; 
By the victors in the conflict 

Crystal streets are trod. 

— Havelin T. Sir out. 



KEEP UP THE EPWORTH LEAGUE. 

(Tune: "He Leadeth Me.") 

O, Epworth Leaguers, fall In line 
And battle for the King divine. 
Make known his love In ev'ry place 
And tell the lost of saving grace. 



288 PHUN0L0G7. 

Chorus. 
Keep up the League, the Epworth League, 

Live "All for Christ," the King above; 
Keep up the League, the Epworth League, 

And tell to all the Saviour's love. 

O Epworth Leaguers, march away, 
Keep close to Jesus ev'ry day; 
Make known to men the gospel grand 
And spread the light o'er all the land. 

Come, let us go, with flags unfurled. 
And do our part to save the world; 
"With Jesus's name to all make known 
And bring the lost ones to his throne. 

—U. 8. Lindsey. 

A HYMN OF YOUTH. 

(Tune: Dort. No. 672, Methodist Hymnal.) 

Our youth to thee we bring, 
O gracious Saviour, King; 

Guide thou our feet. 
Then all the coming years 
Shall know no dismal fears, 
And though it bring its tears, 

Life will be sweet. 

Our minds to thee we bring, 
O glorious Christ, our King; 

Help us to learn 
The truth that makes men free, 
The truth that leads to thee, 
The truth that is to be. 

For which men yearn. 

Our hearts to thee we bring, 
O loving Jesus, King, 

To crown thee there. 
Beside thy blood-stained cross 
Life's pleasures turn to dross; 
We too would know the loss 

That love must shar«. 



PHUNOLOGY. 289 

Our wills to thee we bring, 
mighty Christ, our King, 

To make them thine. 
We dare not choose our way, 
Lest we should miss the day. 
O, hear each as we pray, 

"Thy will be mine"! — Emily Allen Siler. 



JUNIOR SONGS. 
(Tune: "Tramp, Tramp, Tramp.") 

Jesus loves the blessed Juniors, 

All the Juniors of the world — 

Red and yellow, black and white, 

They are precious in his sight. 

For he loves the blessed Juniors of the world. 

(Tune: "Long, Long Trail.") 

There are heathen children calling 

To you and calling to me 
From homes of heathen darkness 

Where there's misery. 
We will heed their plaintive calling 

And make them smile once again 
By telling them of Jesus, 

Who will prove their loving Friend. 

(Tune: "Pack Up Your Troubles.") 

Stack up your nickels in your old tin bank 

And smile, smile, smile; 
If you've a heart, then do your part — ^ 

Give, for that's the style. 
What's the use of keeping them? 

They won't buy a thing anyhow; 
So stack up your nickels in your old tin bank, 

And do it now. 

(Tune: "Over There.") 

Over there, over there. 
Send the word, send the word over there 
That the Juniors are coming, 
Their dollars are coming — 
19 



290 PHUNOLOGY. 

Hear the tink, tink, tinkling everywhere. 

So beware, say a prayer, 

Send the word and your dollars over there; 

It's going over, we'll put it over, 

And we'll not give up 

Till the gospel's everywhere. 



"PEP" SONGS. 

Official Epwobth League "Pep" Song. 

(Tune, "Tipperary.") 

It's a good thing to be a Leaguer, 

It's the best thing I know; 
It's a good thing to worship Jesus 

As heavenward we go. 
Good-by, sin and sorrow; 

Farewell, doubt and fear. 
It's a grand, good thing to be a Leaguer, 

And that's why we're here. 

LiEBEE Augustine. 
(Supply name of Conference, Conference president, etc.) 

1. What's the best Conference, Conference, Conference, 

What's the best Conference in this land? 

It's , it's , 

It's , it's , 

O, ■ 's the best Conference in this land! 

2. Who's the best president? etc. 

3. Who's the biggest eater? etc. 

4. Who's the best ladies' man? etc. 

5. Who's the best tennis player? etc. 

6. And so on ad infinitum. 

What Makes Tanbaek Bark? 

1. What makes the tanbark bark, babe. 
What makes the tanbark bark? 
What makes the tanbark bark, babe, 
What makes the tanbark bark, bark, bark, bark? 
What makes the tanbark bark, babe, 
What makes the tanbark bark? 
I ask you again as a personal friend, 
What makes the tanbark bark? 



PHUNOLOGY. 291 

Answer. 
Dogwood makes the tanbark bark, babe, etc. 

2. What makes a Parker park, babe, 
What makes a Parker park? etc. 

Answer. 
A Ford makes a Parker park, babe, etc. 

3. What makes Kentucky tuck, babe, etc. 

"I Ain't Got Weary Yet." 

And I ain't got weary yet, 

And I ain't got weary yet. 

Been listenin' to speeches all day long, 

All the time I'm singin' this song, 

And I ain't got weary yet, 

And I never will, you bet. 

Why, all the Leaguers that I see 

Are as full of fun as they can be; 

That'e their style, and it just suits me. 

So I ain't got weary yet. 

And I ain't got weary yet. 

And I ain't got weary yet. 

Been sittin* in conference all day long, 

All the time I'm singin' this song. 

And I ain't got weary yet. 

And I never will, you bet. 

They got me up before sunrise. 

Bless my soul, couldn't open my eyes! 

It's a strenuous life, but you'd be surprised, 

'Cause I ain't got weary yet. 

(Tune: "The Farmer's in the Dell.") 

The worst is yet to come, 

The worst is yet to come, 

Wait for the speeches [substitute anything as desired], boys. 

The worst is yet to come. 

[Note. — One bunch of live Leaguers pulled this off at a Louis- 
ville District banquet just before time for the speeches to begin.] 



292 PHVNOLOGY. 

(Tune: "Turkey in the Straw." )^ 

Hello, Miss , and how do you do? 

It's been a long time since we've seen you, 

O, we like to see you smile, and we like to see you chew. 

Hello, Miss , how do you do? 

(Tune: "Mickey.") 

Leaguers, faithful Leaguers, 
We're a happy, jolly band; 
In our smiling, so beguiling, 
We spread sunshine at home; 
Where'er we roam we do; 
Full of pep, with a good rep, 
Let that spirit be each day; 
Jolly Leaguers, faithful Leaguers, 
Can we blame any one for joining our fun and play? 

— Mrs. J. W. Thome. 

(Tune: "Alcoholic Blues.") 

I've joined the League, 

I've joined the League, 

I've joined the Senior Epworth League. 

No more loafing down in town; 

Good-by, street boy. 

You used to give me false joy. 

Leaguers are a happy, jolly band; 

O, tell me when we're going to meet again. 

Chorus. 

League — I joined the League, 

Since then I'm happy every day; 

Leaguers, surely that is well. 

You know I've just got to tell — 

O, I've got the Senior Epworth League blues! 

— Mrs. J. W. Thome. 

(Tune: "Old Gray Mare.") 

1. Our Conference is grand and glorious, 

It's grand and glorious, it's grand and glorious; 
Our Conference is grand and glorious. 
And you know that ain't all. 



PHUNOLOGY. 293 

Chorus. 

And you know that ain't all, 

And you know that ain't all. 

O, our Conference is grand and glorious, 

And you know that ain't all. 

2. Our Conference, it's Just got lots of pep, 

It's just got lots of pep, just got lots of pep, etc. 

Chorus. 
And you know that ain't all, etc. 

3. Our Conference makes all others step, etc. 

Chorus. 
And you know that ain't all, etc. 

4. The old Epworth League ain't what she used to be. 
Ain't what she used to be, ain't what she used to be; 
The old Epworth League ain't what she used to be 

Many long years ago. 

Chorus. 
Many long years ago, many long years ago, etc. 

5. The old Epworth League is better than she used to be, 
Better than she used to be, better than she used to be, etc. 

Chorus. 
Many long years ago, etc. 

(Tune: "Li'l' Liza Jane.") 

Say our president ain't got no pep, 

You're lyin', Jane. 
Say our Conference ain't got no rep, 

You're lyin', Jane. 

Chorus. 
O, you're lyin', you're lyin', Jane;' 
0, you're lyin', you're lyin', Jane, 

Never saw a Leaguer who had any sense, 

You're lyin', Jane. 
Never finish anything they commence, 
V You're lyin', Jane. 



294 PHVNOLOGY. 

Chorus. 
If you say this grub ain't no good, 

You're lyin', Jane. 
Can't eat more, but I wish I could, 

You're lyin', Jane. 

Chorus. 

To-Day Is Monday. 

1. To-day is Monday, to-day is Monday; 
Monday's bread and butter. 

O, you little Leaguers [rookies], we wish the same for you. 

2. To-day is Tuesday, to-day is Tuesday; 
Tuesday's roast beef, 

Monday's bread and butter. 

O, you little Leaguers [rookies], we wish the same for you. 

3. To-day is Wednesday, to-day is Wednesday; 
Wednesday's soo-ooo-oop [draw out in high falsetto], 
Tuesday's roast beef, 

Monday's bread and butter. 

O, you little Leaguers [rookies], we wish the same for you. 

4. To-day is Thursday, to-day is Thursday; 
Thursday's string beans, 

Etc. [each time repeat back to Monday]. 

5. To-day is Friday, to-day is Friday; 
Friday's fish, etc. 

6. To-day is Saturday, to-day is Saturday; 
Saturday's pay day, etc. 

7. To-day is Sunday, to-day is Sunday; 
Sunday's Church, etc. 

' Songs. 

(Tune: "Old-Time Religion.") 

Chorus. 
The League is good for everybody, 
It is good for everybody. 
It is good for everybody. 
And it's good enough for me. 



PHUNOLOGY. 295 

It is good for the long and lean, etc., 
And it's good enough for me. 

Chorus. 
It is good for the short and wide, etc. 

Chorus. 
It is good for the 'twixt and 'tween, etc. 

Chorus. 
It is good for the proud and haughty, etc. 

Chorus. 
It is good for the meek and lowly, etc. 

Cho7'us. 
It is good for blond and brunette, etc. 

Choi'us. 
It is good for the reds and blues, etc. 

Chorus. — Ruth Hudson. 

(Tune: "Good Morning, Mr. Zip, Zip, Zip.") 

Good evening, Mr. Blue, Blue, Blue, 

With your smile just as broad as mine. 
Good evening, Misses Blue, Blue, Blue, 

You're surely looking fine. 
Ashes to ashes and dust to dust, 
If a soldier don't get you, a civilian must. 
Good evening, Misses Blue, Blue, Blue, 

With your smile just as broad as. 

Your smile just as broad as. 

Your smile just as broad as mine. 
[After a Red-and-Blue contest.] — Ruth Hudson. 

(Tune: "Maryland, My Maryland.") 

What sounds are these that strike the ear. 

Hail to thee, Arcadia! 
A mighty host is gathered here, 

Hail to thee, Arcadia! 



296 PHUNOLOGY. 

We're glad we're here, we're glad we came; 
We hope that you feel just the same. 
We raise our voices to the fame 
Of thee, our dear Arcadia. 

(Tune, "Good Night Ladies.") 

1. Hail, Ovoca! 
Hail, Ovoca! 
Hail, Ovoca! 
Ovoca, Tennessee. 

Chorus. 
Merrily we sing to thee, 
Sing to thee, sing to thee; 
Merrily we sing to thee, 
Ovoca, Tennessee. 

2. Kale, Ovoca! 
Kale, Ovoca! 
Kale, Ovoca! 

For the Centenary. 

Chorus. 

3. Fail, Ovoca! 
Fail, Ovoca! 
Fail, Ovoca! 

It's not in our dictionary. 

Cho7'us. 

(Tune: Yale's "Boola-Boola.")^ 
Dr. Parker, Dr. Parker, 
Dr. Parker, Dr. Parker, 
We will never cease to love thee; 
Dr. Parker, 
Hail to thee! 
[Substitute any name.] 



SOME YELLS. 

When You'ee Up You're Up. 

1. When you're up you're up [all stand], 

And when you're down you're down [sitting]; 
And when you're only halfway up [stooping] 
You're neither up nor down. 



PHUNOLOGY. 297 

2. When you're up you're up [all stand], 

And when you're down you're down [sitting] ; 
And when you're up against [name of State, city, etc.] 
you're upside down [hands on table and head bowed] . 
Where are you from? 

Poplar Bluff. 
How does your League go? 

Zip! Zip! 
What makes it go? 

Pep! Pep! 
Where did you get it? 
A-r-c-a-d-i-a, Arcadia! 

Epworth League. 

1. Here's to Epworth! Here's to Epworth! 

Here's to the League that we all adore! 
We want to cheer her, we want to cheer her 
Every Sunday, Monday, Tuesday, Wednesday, Thursday, 

Friday, Saturday, 
Every Sunday, Monday, Tuesday, Wednesday, Thursday, 

Friday, Saturday, 
Every Sunday, Monday, Tuesday, Wednesday, Thursday, 

Friday, Saturday, 
Sunday afternoon, and then some more. 

2. Junaluska! Junaluska! 

It's the place that we all adore. 
We want to cheer her, we want to cheer her, etc. 

To Our North Texas Conference President. 
What's the matter with Chammy Dean? 

He's all right! 
What's the matter with Chammy Dean? 

He's all right! 
He's the fellow that makes things go. 
He's the fellow who runs our show. 
What's the matter with Chammy Dean? 

He's all right! 

To Our Ruby Kendrick C of Miss. Treasurer. 

Miss Meadow, we love you, 
Miss Meadow, so dear. 
Think we don't love you? 
What a foolish idea[r]! 



^98 PHUNOLOGV. 

To Editor of League Page in Texas Christian Advocate. 

Howdy do, Miss Nash, howdy do? 

Is there anything that we can do for you? 

We w"! do whate'er we can, 

Stand hy you to a man. 

Howdy do, Miss Nash, howdy do? 

To Texas State [Style Song]. 

They say that old Texas, she ain't got no style, 
Got style l \ the while, style all the while; 
They say that old Texas, she ain't got no style. 
Got style all the while, all the while. 

A Marching Yell. 

Your pep! Your pep! 
You've got it, now keep it. 
Doggone it, don't lose it. 
Your pep! Your pep! 

[Repeat it over and over as often as desired, keeping time as 
you march.] 



LOUISVILLE DISTRICT SONGS. 

[Substitute the name of any other city, district, or State.] 

(Tune: "Ring the Bells of Heaven.") 

1. We are Epworth Leaguers, such a happy band. 

For the victory we are sure to win. 
Come, O weary wanderer, lend a helping hand, 
Bravely fight to drive away all sin. 

Chorus. 

Louisville, Louisville, how we love the name! 
Leaguers, Leaguers, we are proud to claim 
"All for Christ" our motto, all for Christ our King; 
Daily would we souls to Jesus bring. 

2. We are Epworth Leaguers growing day by day 

As we spread the gospel o'er the world; 
See the banners waving all along the way, 
Keep them ever to the breeze unfurled. — Edna Figg. 



PHUNOLOGY. 299 

Louisville for Christ. 
(Tune: "Loyalty to Christ") 

We are here from Louisville, 

The leading district still; 
For Louisville, Louisville, Louisville for Christ. 

And as we move along. 

We'll all take up the song 
Of Louisville, Louisville, Louisville for Christ. 

Chorus. 

On to victory, on to victory, 
On to victory we'll go! 
We fight a winning fight, 
So help with all your might, 
Take Louisville, Louisville, Louisville for Christ. 

The Prince of Darkness knows 

Whence come the fiercest blows 
For Louisville, Louisville, Louisville for Christ, 

He knows the white and gold. 

The meaning that they hold 
In Louisville, Louisville, Louisville for Christ. 

For Leaguers great and small 
There comes the certain call, 
Win Louisville, Louisville, Louisville for Christ. 
No matter where you live, 
Your prayers you'll surely give 
For Louisville, Louisville, Louisville for Christ, 

— Carlisle R. Petty. 

Three Cheers for the White and the Gold, 

(Tune: "Columbia, the Gem of the Ocean.") 

1. Louisville District, to you we are bringing 

Our praises for work good and true; 
Well worthy of all our glad singing, 

Our district we love through and through. 
With faithful young men and young women 

To further the cause of salvation, 
O Louisville, our pledge we are giving 

To work with our main and our might. 



300 PHUNOLOGY. 

Chorus. 

To work with our main and our might, 
To work with our main and our might, 

To further the cause of salvation, 
To work with our main and our might. 

2. Every Leaguer is called to his colors 

And to join hands and hearts with the rest; 
The white and the gold never fail us, 

Inspiring us on to our best. 
With Christ as our Captain and Leader, 

We're pushing onward to the goal, 
The white and the gold floating o'er us; 

Three cheers for the white and the gold. 

Chorus. 

Three cheers for the white and the gold. 
Three cheers for the white and the gold, 

To our colors we'll always be loyal, 
Three cheers for the white and the gold. 

3. Our district, the best in the Conference, 

We're striving this place to maintain; 
Efficiency its watchword ever 

Will help us our purpose to gain. 
So let us be up and be doing 

All we can for our Saviour and Friend, 
Who has promised to guide us forever. 

We will praise him from now till the end. 

^ Chorus. 

We will praise him from now till the end, 
We will praise him from now till the end, 

Our Saviour and Master and Leader; 
"All for Christ"— Louisville District will win. 

(Tune, "Beautiful Isle of Somewhere.") 

Somewhere the sun is shining, 
Somewhere the song birds dwell. 

Somewhere there's no repining. 
Somewhere — that's Louisville. 



PHUNOLOGY. 301 



Chorus. 



Louisville, Louisville, 

District of all best and fairest, 

Deep, strong, and true, we pledge to you, 

Our love to dear old Louisville. 

Somewhere the Leaguers are stronger, 

Somewhere the work is fun, 
Somewhere they toil the longer, 

Till every task is done. 

Somewhere the girls are fairer, 
Somewhere young men are true, 

Somewhere the vision's clearer, 
Somewhere the shirkers few. 

(Tune: "Sweet Evalina.") 

Here's to old Louisville, hail to old Louisville! 

Our love to you will never, never die; 
District of all the districts the dearest. 

Our love to you will never, never die. 

(Tune: Yale's "Boola-Boola.") 

Louie, Louie, 
Louie, Louie, 
Louie, Louie, 
Louie, Louie, 
Louie, Louie, 
Louie, Louie, 
Louie-ville. 

District Yell. 

Zipp, zipp, zoo! 
Howdy do? 

We're from Louisville. 
Who are you? 
We're for progress, 
We're for pep! 
We're for Louisville! 
Pep! Pep! Pep! 



BIBLIOGRAPHY. 

Social Plans for Young People. — An excellent discussion of 
the value and use of socials in winning young people to Christ, 
with many practical plans that have been successfully tried out 
by the author. By Reisner. 

Games for the Playground, School, and Gymnasium. — The best 
and most comprehensive handbook on games published. By 
Bancroft. 

The Book of Parties and Pastimes. — A book containing quite 
a number of novel socials. By Dawson and Telford. 

In- and Out-Door Games. — Six hundred pages of games and so- 
cials for all sorts of occasions. A book that should be in every 
social committee library. By Kingsland. 

Bright Ideas for Entertaining. — A little book that is loaded 
with ideas for socials. By Linscott. 

Fu7i and Frolic for All Occasions. — Contains some good so- 
cials. By Dawson. 

Ice Breakers. — Ninety pages of good stunts and games. By 
Geister. 

Dame Courtsey's Party Pastimes. — A number of novel sug- 
gestions for socials, especially adapted to small crowds. Clever 
menu ideas, but too elaborate for Epworth League socials. Some 
good suggestions for pay socials, wedding showers, etc. By 
Glover. 

Dame Courtsey^s Book of Novel Entertainments. — Socials for 
every month of the year. The same things said of Party Pas- 
times may also be said of this book. By Glover. 

Dame Courtsey's Book of Games for Children. — More than one 
hundred suggestions for games and socials. By Glover. 

Dame Courtsey's Book of Guessing Contests. — Guessing con- 
tests of every sort. By Glover. 

Good Times with the Juniors. — A splendid book for Junior 
League superintendents. By Heath. 

Fourth Department Manual. — A handbook on recreation and 
culture for Junior League superintendents. By Emma A. Rob- 
inson. Price, 20 cents. [Note. — The Fourth Department in the 
Methodist Episcopal Epworth League is the same as the Third 
Department in the Methodist Episcopal Church, South.] 
(302) 



PHUNOLOGY. 303 

Social to Save.— A book that is still very useful to social com- 
mittees. By Wells. 

Social Evenings. — By Wells. 

Games and Songs of American C7iz7(Zrew.— Emphasizes the his- 
tory of games, which is just as interesting as the games them- 
selves. By Newell. Harper & Brothers, publishers. 

Children's Singing Games, Old and New. — An excellent collec- 
tion of simple songs from many racial sources. It includes such 
old favorites as "Farmer in the Dell," "London Bridge," etc. By 
Mari R. Hofer. Published by A. Flanagan & Co. 

Chemistry and Chemical Magic. — Chemical tricks, spirit pic- 
tures, liquid color effects, parlor fireworks, chemical vegetation, 
freezing, and other novel scientific tricks. By Johnson. Pub- 
lished by Henry Frowde, London. 

Fun and Fellowship, — A Christian Endeavor publication full 
of good things for social committees. By Githens. 

Institoot Fun. — A useful pamphlet of games, stunts, and so- 
cials. Published by the Epworth League of the Methodist Epis- 
copal Church. 

Education hy Plays and Games. — A clear and sensible presen- 
tation of the place of play in child life, with a suggestive course 
of plays and games for the different ages of childhood. A classic 
in its line. By Johnson. Published by Ginn & Co. 
- Psychology in Daily Life. — The first chapter is an argument 
in favor of play. It shows its place in the child's life and gives 
a number of practical suggestions for its utilization in educa- 
tion. By Carl Emil Seashore. Published by D. Appleton & Co., 
New York. 

Play and Playgrounds. — A rich pamphlet compendium show- 
ing the value and necessity of playgrounds and giving practi- 
cal directions for fitting up and conducting • them successfully. 
By Joseph Lee. Published by Playground and Recreation Asso- 
ciation of America, New York. 

Play Picnic. — A practical description of a way to give a rural 
community a good time wholesomely and to build up an an- 
nual festival of athletics and play for young and old. By Myron 
T. Scudder. Published by Association Press, New York. 



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